Now that I’m officially a full-time indie game developer, for the first time in my life I am working from home full-time on games. Many of my game developer friends have also started working full-time from home in the past few months, partly because of all the game studios shutting down in our city recently. Working from home has its own set of unique challenges that aren’t initially obvious. Today’s entry is a list of tips I use to be as productive as I can while striking a good work-life balance.
Many people know I think Company of Heroes is the greatest RTS of all time. Today I found out that Company of Heroes Online (CoHO), the free to play spin-off from the CoH series is shutting down. This made me irrationally sad, considering it’s “just a computer game”. I’ve been playing CoHO for at least an hour per day for the past few months and loving it. The main differences between CoH and CoHO are in the MMO style commander that you level up over time to receive new abilities you can use in battle. There is a lot of misinformation around on the internet and after my last successful “Facts, Verdict, Solution”, I thought I’d do one for Company of Heroes Online:
I hear a lot of game developers refusing to use Unity for web games because of penetration. David Edery made a point of discussing this during his keynote at GCAP last year. Today I’ve decided to formulate my thoughts on why I disagree with this argument and why I think you should be using Unity.
We’ve just finished our first iPhone/iPad game with Unity 3, Flick Buddies. This post is a review of our experiences with Unity including its pros and cons. The review is slightly slanted toward iOS development however I touch on stand-alone and web-player builds as we created these versions in parallel.
For the past three months I’ve been secretly working on a new project, Flick Buddies. Along with Shauno from Squid Tank we’ve been busily putting together a multiplayer action game for iPad, iPhone and iPod Touch. The game is built around a simple premise of flicking little characters from your corner into the goal. With lots of obstacles to dodge and special abilities to help you score while stopping your opponents from scoring. Flick Buddies supports up to 4 players on a single iPad or iPhone/iPod Touch.
There are an increasing number of game development related conferences happening around the world. I went to GDC and Freeplay earlier this year and I’m attending GCAP tomorrow. Gamification has just been announced and it seems like the changing landscape in game development is being mirrored in the conferences held. Whenever conference time comes around I hear a lot of debate within the indie scene about their value. Today I’ll discuss the ways I determine whether a conference is worth attending and hope to help you with the decision.
I went to Freeplay Independent Game Festival in Melbourne, Australia on the weekend. It was a good conference with inspirational talks and a great opportunity to catch up on many of my friends in the indie scene. I noticed a trend among many indie developers I spoke to and wanted to raise some thoughts in this post. Many indie developers were developing their first game with a common complaint being that they didn’t have enough time to work on it. Today’s post is talking about this common condition and some thoughts on alleviating it.