One thing I’m always struggling with is how to make sure I store the content of my games in a way I can make sure it will be easy to change it later (even when it’s procedurally generated). I usually find a quick way that doesn’t look too bad for early testing and next thing [...]
Since I’ve started to work on Golemizer in 2007 I have learned a lot on creating games but there’s one topic that is still mystery to me (and probably to a lot of indies): marketing.
It’s one of these thing that the more you “know” about the less you’re actually sure you know anything about it [...]
I built “prototypes” in the past but they were more “tech demos” than actual prototypes I guess. I would put code together, look at how it feels a bit and if the answer was “yes there’s potential here” I’d go and build the game from there. It wasn’t enough as I should have said “yes [...]
Would you quit your day job and work full-time on a single game project for a year before seeing any significant results? Well this is how it all started for Illyriad and after a lot of hard work it paid off! I had the pleasure to talk to CEO James Niesewand so here’s the 3rd [...]
Well you are free to do anything with these (beside selling them though creating a commercial project with them is fine). Just keep in mind that I’m not an artist so don’t expect professional quality here
These are the spaceships I created for Star Corsairs, SC: Dogfighters and SC: Commander. Since I recently changed the graphics [...]