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Showing posts from December, 2013

pile of thoughts: Indie Megabooth, Death in July, photon cloud, Juiciness, Internet Simulator 2014

Ok! video games! Let's get started. I will be posting today about a pile of thoughts. I have resumed development on Bad Things, and they are progressing!!! I have refactored the item system into something that is non-ultra-terrible. I guess I really just wanted multiple inheritance in C# but no taco. And now I am focusing on getting multiplayer working again. Multiplayer stuff is hard. The Indie Megabooth I have submitted ('submote') Bad Things Happen in Space to the Indie Megabooth for PAX East 2014!! Yay! In accordance with this venerable tradition, I will now work furiously on getting a fairly fully featured multiplayer build ready for PAX. I know that getting into the megabooth is nowhere near guaranteed, but I still want to have a game to show off in the case that I do make the cut. Also, ungiving up has something to do with dying in July. The megabooth is more than a sweet way to show off your game at PAX; it's a great community of people who are all working

Ungiving up on Bad Things Happen in Space

OK! Short post this time. So I will be actually now trying as hard as possible to make a playable multiplayer demo of Bad Things available for PAX East! Which is in Apirl. So 4 months or something! Seems possible. I think I will stop crying about how I'll have to kill fun mechanics and just do it! Yeah! Video games!!!

Other Things Happen in Space

Hi! I'm Kelly. I make video games. Well kind of. Maybe. Anyways, I haven't posted in like a month now. I've been really busy with fuel cells. Making money! Yay! But that's not a really great reason to not write a blog post for a long time. There is also the fact that my laptop is currently employed 24/7 in mining bitcoins, so I can't really participate in community writing sessions anymore. I have to write these posts on my PC. It's a little annoying, but I will survive. Maybe. Bad Things So I'm just gonna come out and say it. I'm probably not going to be working on Bad Things Happen in Space for a while. I've gotten to a point in development that it seems to be a little bit too ambitious and not all the design elements are there and the mechanics aren't solid. When I went to Boston Postmortem and I heard Eitan from Firehose Games talk about what Indies need to do to survive, he said a lot of important things (many of which I am taking to