I’ve mentioned this before, but one of my biggest regret on this project is not starting it with a partner. I thought I could get away with it, as I wouldn’t need any art work for the first few months. As the months went by, I then hoped I would be able to find a [...]
Where am I now, compared to 8 months ago? I’ve been so focused on the demo for the last two months, that it’s been difficult to see the bigger picture. The reality now is that I need to take this game from a demo to a finished product. Writing games is great, but I have [...]
This is the second “catch-up” diary discussing the development of the PAX demo. The first can be found here.
One of the most challenging aspects of getting the demo ready was obtaining the demo art assets. I work alone, and I am constrained by what I can spend on artwork. I didn’t want to commission paid-for [...]
Continue reading about Dev Diary 37: The Road to PAX – Part 2
This diary and the next are catch-up entries for the two weeks that I missed. I will go over aspects of development related to putting together a demo for PAX 10.
The PAX demo was marked with heavy crunching, including a blistering week-end of activity right at the deadline. I hate working like that. It’s one [...]
Continue reading about Dev Diary 36: The Road to PAX – Part 1
Actually, I’m just in the process of wrapping up my Indiecade submission, but I’ve been meaning to post this for a couple days (sorry for the lack of updates in the meantime).
The PAX deadline was this past Saturday at 11:59pm, Pacific time…which is 9am my time. So that was a fun week-end of crunch. Ended [...]
I’m skipping the regular update this week due to time pressure, but I’ll be back next week with two week’s worth. Don’t worry, I’m keeping notes. Here’s a preview:
Last week: worked on the demo.
This week: working on the demo.