Game development
Why Golemizer is now the next best thing since sliced bread
Jun 20th
It’s the Bone Collector on tv. I don’t care if you think that Angelina Jolie is overrated or underrated I just like her. And me liking her is a very good thing tonight. What’s best? Me knowing that Golemizer is amazing.
How do you get 5,000 rabbits in a 20×10 zone? Golemizer can. How do you [...]
The “Icelandic Model of MMO development” the Golemizer way
May 20th
I just finished reading The Icelandic Model of MMO development on Gamasutra about EVE Online and I can say that you can probably take the whole article and apply it to Golemizer. Well not the part about the “subscriber curve” and the “bare $2.6 million in funding” but everything else fit quite well.
When I decided [...]
Golemizer: lessons learned, state of mind and the future
May 10th
The release of Dungeon of Loot brought some questions from players in Golemizer. Why am I spending so much time on other game projects and why I haven’t really been around Golemizer for quite some time. I decided to come clean about it and be honest about the situation here and here.
That’s surely not the [...]
Yet another “how to make it as [insert game related job]“
Apr 28th
The more I read those the more I’m telling myself I should stop reading that kind of thing. Here’s the latest one from Edge.
Not that reading about how others have done it is bad but it gets to a point where it’s just intoxicating. I must have read nearly a hundred of those articles and [...]
Yeah, I’m somehow jealous – Amazing HTML/Javascript game engine demo
Apr 26th
Suddenly Golemizer doesn’t look so much special (technology speaking).
From the demo here it looks like the engine behind Golemizer is about doing the same thing but Aves is much more smoother. Communication with the server seems to be handled much more better also. Well everything looks better because these guys probably known what they were [...]
Learning to handle the “just 1 more feature” disease
Apr 12th
I have this disease that probably a lot of enthusiastic game developers also have, the “just 1 more feature”. At first it isn’t that bad and you’re even enjoying it but when you’re not careful about it and let it spread it can really get nasty.
I have the luxury of not having to wait for [...]
Everybody knows what I should do but me
Feb 28th
Don’t get me wrong. When a player gives me his opinion on what I should do it’s great. It means he cares. Of course he might be completely off the map but he’s trying to help.
On game development forums it’s different however. Forums are what they are, self-promotion spaces where people like to hear themselves [...]
It doesn’t have to always be fun to be fun
Feb 21st
I just updated the mini-game for sheep in Golemizer (the previous system was putting too much pressure on the database so sheep were inactive for some time when I discovered the problem). Most players will argue that this can barely be considered as a mini-game since there’s no puzzle here and doesn’t require any skills. [...]
Dealing with the Good, Bad and Ugly as an indie MMO dev
Feb 1st
Usual disclaimer first. This is strictly based on my experience, what I saw when working on my MMO project, Golemizer. I’m not interested to go into complex theory as first I don’t have the background for that and second it will bore most of you and that’s not the point.
Remember, all I write is based [...]
10 things to consider before starting your own MMO project
Jan 29th
Here’s 10 things I’ve learned, knew or wish someone else would have told me before starting to work on Golemizer.
This list could be longer but it cover the basics to get you started. This is no magical recipe, just some useful tips.
I posted this on my MMORPG blog some months ago but I added some [...]