Todd went on vacation and kinda got stabbed upon returning home, a listener shares some less-than-constructive criticism, and we go in depth on smart planning during game design as well as the dangers of getting too weird with it.
Cast your cares away and join us on a wilderness getaway in the form of a show recorded inside a massively multiplayer online first-person fishing game. Yes, really.
Confidence and Cash in Indie Games
John praises Brawlhalla at length, Todd crowns a diet soda for champions, and we take a look at epic successes and failures in some of the most popular business models for indie studios and their games.
Bit Shifter Developer Paul Dana
We caught up with Paul Dana of Plastic Games to talk history, philosophy, technology, and of course, to find out the status of his longtime indie labor of love, Bit Shifter.
Retro Developer Paul Nicholas
Update: Paul is turning heads again with his demake of No Man’s Sky. Check out Low Mem Sky at Itch.io!
This week, UK-based retro developer Paul Nicholas Skypes in to talk about his recent development project, SCUMM-8, a Pico-8 recreation of LucasArts’ legendary engine for Maniac Mansion among other hits from the golden age.
Max Krieger’s Train Takes Dialogue Somewhere New
I don’t always agree with my friend Max Krieger. We’ve been connected on Twitter for some time, maybe a couple of years now, but we initially had video games in common and probably not much else. There have been a couple of times I’ve chimed in on a conversation with him to present a differing personal view, but in many situations we just look at things in different ways which don’t affect one of us or the other in a real enough way to cause issues. I respected his passion about the world around him and considered us different, friendly people.
Letter Taps – The Official Postmortem
A version of this article was also submitted to the go-to game industry shop talk site, Gamasutra.
If you’re not familiar with the tradition of postmortem write-ups in the game industry, it’s not a negative term. It’s the practice of writing about the design, development, and the launch of a game, including reflection on what went right, and what lessons you learned along the way. What follows is the official postmortem for my educational indie game, Letter Taps.
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