Game development

Game dev tech – What to pick next?

Bret Airborne and Human Extinction Simulator were both created using Adobe AIR and the Starling framework. Adobe dropped support of Adobe AIR for Linux a long time ago so for sure these games will never be ported to Linux. Not that it’s something I’m really sad about (apparently Linux support is hell) but still I […]

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Bug story: A frigate hijacking the game

Bugs are frustrating but they can also be fascinating. Here’s one I just fixed and is interesting to study. Bug description After a group of 2 fighters controlled by the AI attack a transport, the frigate set to play right after would activate its engines, move and then stall the game while its engines are […]

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Managing your indie #gamedev expectations and setting an objective

A tough thing to ask indies is that they see their journey in game development as a marathon when what we keep seeing day after day are sprinters occupying 90% of the press space. It can be difficult but that’s the only way to be able to continue working when things don’t quite go the […]

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The price of cheap

I like cheap stuff. I seem to never have enough money to have my conscience clear of buying luxury things. Not expensive things, just things I don’t really need but can still brighten my day. I’m a Netflix subscriber. Tonight, my wife fell asleep early so I decide to watch a movie. My first pick was […]

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Designing missions for Human Extinction Simulator

Before I realized it I once again put myself in a position where I need to design levels/missions. I swear I wanted to work on a game with procedural generated content but as I said before it just wasn’t as much fun for this game as I thought it’d be. Designing a fun mission for […]

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