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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


Our community blogs

  1. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below!

    In its defense, Futurama: Worlds of Tomorrow has a fun battle system and spot-on dialogues between the characters. In fact, it could probably have been a quite decent game if it wasn't for the horrible constant WAITING! 

    After just minutes with the game, you will find yourself waiting for hours for the characters to complete tasks, and while you wait, there's literally NO gameplay at all. You either have to close the game, or pay-up! 

    I'm a Futurama fan, but this game is a disaster!   

    My thoughts on Futurama: Worlds of Tomorrow:

    Google Play: https://play.google.com/store/apps/details?id=com.tinyco.futurama&hl=en
    iOS: https://itunes.apple.com/us/app/futurama-worlds-of-tomorrow/id1207472130?mt=8

    Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh
    Or join me on Facebook: https://www.facebook.com/mobilegamefan/
    Or Instagram: https://www.instagram.com/nimblethoryt/
    Or Twitter: https://twitter.com/nimblethor

  2. 2017 07 13 16 20 30

    I'm very excited to announce that a new demo for Village Monsters is now available - and there's also a new trailer for you to enjoy right alongside it!

    You can find the demo right here at my website, and the trailer below.

    This release is still considered Pre-Alpha, which means that there are missing or incomplete features, placeholders, and bugs.

    Still, this latest demo represents the most amount of work I've put into the game so far, and while it's still in a rough state, it is absolutely playable with many core features and fun things to experiment with.

    2017 07 13 16 23 59

    Here's an sample of things you can find in the current demo:

    • Catch bugs and other critters, then donate them to the Historical Society
    • Experience a day/night cycle with dynamic weather
    • Go fishing!
    • Talk with nearly 20 unique villagers with distinct personalities
    • Buy furniture, then decorate your house with your purchases
    • Shake trees and dig up half-buried items to discover treasures, money, and...food?
    • Discover all kinds of hidden secrets and easter eggs (be sure to check each mailbox!)

    oink oink

    So go check it out, and be sure to follow me here at indieDB, on Twitter, and on Facebook.

    Work has begun on the full Alpha demo which will be releasing sometime in September, so look forward to weekly Developer Diary Digests on my progress starting this weekend!

    Enjoy your week, everyone!

    2017 07 13 16 23 32


  3. Corona Labs’ engineering team has made an important update to the Google In-App Purchase plugin that you need to be aware of.

    Starting with Corona daily build 2017.3105, the store.init() call for Google IAP is now asynchronous. This means that it will return immediately while it continues to initialize in the background. This change was made to help reduce the number of ANR or “Application Not Responding” messages being reported in the Google Play Console.

    Basically, ANR reports can occur when Android senses that an app appears non-responsive — this may happen when performing synchronous network activity on a poor network connection. During testing, it’s hard to see store.init() taking any time because it normally completes in just milliseconds, but when users have slower connections, the time can increase dramatically and trigger an ANR report.

    The solution

    Because of this change, you should modify how your app uses the Google IAP plugin.

    While many developers already delay the store.loadProducts() call until the user reaches a place where products are listed, some developers call store.loadProducts() immediately after calling store.init() (the first mandatory call to get things rolling).

    Under this new model, you should wait until you receive an "init" callback indicating that Google IAP is completely initialized and ready to process requests (this applies to store.restore() as well).

    The updated version of the plugin generates a new init event which is dispatched to the transaction listener specified within store.init(). This event has the unique event.name property with a value of "init" which you can use to differentiate it between storeTransaction events which must be handled by the same listener. Please see the documentation for an example of doing so.

    Remember, these changes only affect Corona build 2017.3105 and later.

    In addition to this update, we have fixed a Null Pointer Reference (NPR) error in the Amazon IAP plugin. This fix is available in all versions.

    View the full article

  4. Hi everyone! :)


    Today, we'd like to share some wonderful news with you.


    We've recently applied to the Web Summit Alpha Programme, for startups like us to be present at the event. We can happily announce that we're officially going to be Web Summit 2017, in Lisbon, Portugal (our home country)! The event will take place from the 6th to the 9th of November, so we hope that if you'll be at the event too we can meet up!


    As you may already know, Web Summit is one of the biggest technology events worldwide. They're expecting more than 60.000 attendees this year! So it'll be a great opportunity for both FAXIME and our dear "Project SpaceVille".


    We'll have the opportunity to talk to investors and to show “Project SpaceVille” to the world in our booth. And that's just awesome! (laughs)


    Other Events


    We've already been to some small local game events, and we've always brought a prototype of "Project SpaceVille" with us. It's so gratifying to see people's faces enjoying our game. We've honestly been incredibly surprised by people's positive reaction to the game, especially considering that we've only showed a rough prototype so far (that's also why we haven't showed you much of the game here the blog).


    Just a side note: You can try this prototype (and others) out by applying the "Project SpaceVille" Insider Programme. Just send us an email to faximegames@gmail.com with the SPACEVILLE-IP access code. Thanks! :)


    Since we're on the matter of events, we've also applied for Indie Dome at Lisboa Games Week in September. And two days ago the PlayStation Awards Portugal programme was also released, so we will be also applying for that too! :)

    We're looking forward to seeing you in Web Summit!


    Until then,

    The FAXIME Team


    Follow us and keep updated at:

    Facebook: https://www.facebook.com/FaximeGames

    Instagram: https://www.instagram.com/faximegames/

    Twitter: https://twitter.com/FaximeGames

    Pintrest: https://www.pinterest.pt/faximegames/

    Web Summit 2017 - FAXIME.jpg

    Players Testing SpaceVille.jpg

  5. Hey guys and gals!

    It`s been an very busy week, and it will continue to be so for the next months. Alot of thing`s has been taken care of regarding animations, music, models and so forth and its very exciting to get things in order, so production can go smoothly and efficiently. Also, from now on the updates will come monthly (unless there is something extremely important to get out).

    So here is some screens for you to enjoy and dream about for about a month until the next update.


    Concept art of the cook, he has a pretty cool narrative story and it`s going to be cool to get your feedback on that in the full version of the game, he will not show up in the vertical slice.


    Cook Concept art



    Textured fiddel character in some variations. He is looking great, this is actually one of my favorite part for you to experience ingame.


    fiddler unity violin

    fiddler marmoset2fiddler marmoset4

    fiddler unity 3


    Game ready version of the whale, he is a lean mean killing machine. Old Grumpy. He has been hunted before but always managed to escape, he has years of experience. (Unity render)



    whale unity 1

    whale unity 2

    whale unity 3



    So this is it from the art side, can`t show you everything so will be little drops here and there. When we have a trailer ready it will show only in game gameplay. It`s going to be super cool, I can promise you that!


    See you again in august!



  6. Time for a new video? Sure is!Domen Koneski

    It’s time to produce a new dev update in video format, introducing new Electricity system, Humans of Floatlands, Vendors and world improvements. Game is shaping up nicely and becoming more alive. Stay tuned for more stuff!

    UI changesDomen Koneski

    I have made a new UI redesign phase, combining similiar UI elements together and changing texts and images to so-called Signed Distance Field system. The only problem right now with the UI is the brightness of the environment – everything seems so bright in the middle of the day so it covers the UI and becomes invisible – to solve this problem I have to create a system that calculates overall brightness of the screen (by getting some of pixel colors and averaging the sum of color components) and change the color of UI elements using the calculated value.

    Changed and simplified UI with a problem of bright environemnt, system in the works!

    Scouting and mining drones concept Mito Horvat

    I have decided to completely rework the drones in the game, since I wasnt really pleased with their look. Domen agreed with the revamp idea so I began sketching a couple of variations that would fit the game more. While I was doodling, I figured out it would be cool if we’d implement two different drones. The first one would be a scouting drone, simple looking aerial drone that would just fly around and stop occasionally to “scan” the area. The second one would be a mining drone, but instead of scouting the area, it would descend to the ground level and use the drill to mine rocks. Below you can see the concept sketches.

    Scouting & mining drones concept

    Since Vili is close to finishing the “farmers” AI we will soon implement the “techies” faction which means I’ll be responsible for creating outfits that would distinguish them from the “farmers”. You can see some of the concept sketches in previous blog posts. Domen requested more outfit variations and some helmets to characterize them more.


    Techies outfit concept


    New drone models Andrej Krebs

    I finished up the player 3rd person character from the previous week and tested it. After that I imported and tested the animations for the enemy NPC robots and added the IK systems to the assault droid NPC, so Vili can later add them to the game. The droids now have similar IK features to the player’s 3rd person character like aiming, grounding and recoil. I also modeled two of the Mito’s new drone designs that will roam arround the islands.

    Scouting & mining drones


    NPC interactions vili ikona

    A lot of work has already been done on Humans of Floatlands aspect of the game – NPCs. They already feel enjoyable and fun (see the latest dev video update). They can interact and react to the world and others NPCs as well.


    For more curious readers, those are internal details of current Behavior Tree and Animator. (Caution, images are extra large)

    Behaviour Tree


    Bug Tracking vili ikona

    We are close to delivering a working prototype so it is good to have a bug tracking system in place. Uptil now we were writting down bugs on paper which was okay. Now when the game is quite a large sandbox place a lot of bugs can occur so I started looking for a solid bug tracking software that is:

    • Easy to use interface, pictures of bugs supported
    • Visually appealing
    • Free

    We decided to go with LeanTesting 

    Some of the bugs already live on bug tracking software!

    More about Floatlands: website, facebook, twitter, instagram



    Below is my preliminary draft design for the AI system within Spellbound. I'm slowly migrating away from scripted expert systems towards a more dynamic and fluid AI system based on machine learning and neural networks. I may be crazy to attempt this, but I find this topic fascinating. I ended up having a mild existential crisis as a result of this. Let me know what you think or if I'm missing something.

    Artificial Intelligence:

    Spellbound is going to be a large open world with many different types of characters, each with different motives and behaviors. We want this open world to feel alive, as if the characters within the world are inhabitants. If we went with pre-scripted behavioral patterns, the characters would be unable to learn and adapt to changes in their environment. It would also be very labor intensive to write specific AI routines for each character. Ideally, we just give every character a self-adapting brain and let them loose to figure out the rest for themselves. 

    Core Premise: (very dense, take a minute to soak this in)
    Intelligence is not a fixed intrinsic property of creatures. Intelligence is an emergent property which results directly from the neural topology of a biological brain. True sentience can be created if the neural topology of an intelligent being is replicated with data structures and the correct intelligence model. If intelligence is an emergent property, and emergent properties are simple rule sets working together, then creating intelligence is a matter of discovering the simple rule sets.

    Each character has its own individual Artificial Neural Network (ANN). This is a weighted graph which uses reinforcement learning. Throughout the character's lifespan, the graph will become more weighted towards rewarding actions and away from displeasurable ones. Any time an action causes a displeasure to go away or brings a pleasure, that neural pathway will be reinforced. If a neural pathway has not been used in a long time, we reduce its weight. Over time, the creature will learn.

    A SIMPLE ANN is just a single cluster of connected neurons. Each neuron is a “node” which is connected to nearby neurons. Each neuron receives inputs and generates outputs. The neural outputs always fire and activate a connected neuron. When a neuron receives enough inputs, it itself fires and activates downstream neurons. So, a SIMPLE ANN receives input and generates outputs which are a reaction to the inputs. At the end of neural cycle, we have to give response feedback to the ANN. If the neural response was positive, we strengthen the neural pathway by increasing the neural connection weights. If the response was negative, we decrease the weights of the pathway. With enough trial runs, we will find the neural pathway for the given inputs which creates the most positive outcome.

    The SIMPLE ANN can be considered a single cluster. It can be abstracted into a single node for the purposes of creating a higher layer of connected node networks. When we have multiple source inputs feeding into our neural network cluster and each node is running its most optimal neural pathway depending on the input, we get complex unscripted behavior. A brain is just a very large collection of layered neural nodes connected to each other. We’ll call this our “Artificial Brain” (AB)

    Motivation, motivators (rule sets):
    -All creatures have a “desired state” they want to achieve and maintain. Think about food. When you have eaten and are full, your state is at an optimally desired state. When time passes, you become increasingly hungry. Being just a teensy bit hungry may not be enough to compel you to change your current behavior, but as time goes on and your hunger increases, your motivation to eat increases until it supersedes the motives for all other actions. We can create a few very simple rules to create complex, emergent behavior.
        Rule 1: Every creature has a desired state they are trying to achieve and maintain. Some desired states may be unachievable (ie, infinite wealth)
        Rule 2: States are changed by performing actions. Actions may change one or more states at once (one to many relationship).
        Rule 3: “Motive” is created by a delta between current state (CS) and desired state (DS). The greater the delta between CS and DS, the more powerful the motive is. (Is this a linear graph or an exponential graph?)
        Rule 4: “relief” is the sum of all deltas between CS and DS provided by an action.
        Rule 5: A creature can have multiple competing motives. The creature will choose the action which provides the greatest amount of relief.
        Rule 6: Some actions are a means to an end and can be chained together (action chains). If you’re hungry and the food is 50 feet away from you, you can’t just start eating. You first must move to the food to get within interaction radius, then eat it.

    Q: How do we create an action chain?
    Q: How do we know that the action chain will result in relief?
    A: We generally know what desired result we want, so we work backwards. What action causes desired result (DR)? Action G does (learned from experience). How do we perform Action G? We have to perform Action D, which causes Action G. How do we cause Action D? We perform Action A, which causes Action D. Therefore, G<-D<-A; So we should do A->D->G->DR. Back propagation may be the contemporary approach to changing graph weights, but it's backwards.
    Q: How does long term planning work?
    Q: What is a conceptual idea? How can it be represented?
    A: A conceptual idea is a set of nodes which is abstracted to become a single node?

    Motivators: (Why we do the things we do)
        Body Temperature
        Social Validation
        Pain Relief
        Virtues, Vices & Ethics
    Notice that all of these motivators are actually psychological motivators. That means they happen in the head of the agent rather than being a physical motivator. You can be physically hungry, but psychologically, you can ignore the pains of hunger. The psychological thresholds would be different per agent. Therefore, all of these motivators belong in the “brain” of the character rather than all being attributes of an agents physical body. Hunger and body temperature would be physical attributes, but they would also be “psychological tolerances”.

    Psychological Tolerances:

    {motivator} => 0 [------------|-----------o----|----] 100
                     A            B           C    D    E

    A - This is the lowest possible bound for the motivator.
    B - This is the lower threshold point for the motivator. If the current state falls below this value, the desired state begins to affect actions.
    C - This is the current state of the motivator.
    D - This is the upper threshold point for the motivator. If the current state exceeds this value, the desired state begins to affect actions.
    E - This is the highest bounds for the motivator.

    The A & E bounds values are fixed and universal.
    The B and D threshold values vary by creature. Where you place them can make huge differences in behavior.

    Psychological Profiles:
    We can assign a class of creatures a list of psychological tolerances and assign their current state to some preset values. The behavioral decisions and subsequent actions will be driven by the psychological profile based upon the actions which create the sum of most psychological relief. The psychological profile will be the inputs into an artificial neural network, and the outputs will be the range of actions which can be performed by the agent. Ideally, the psychological profile state will drive the ANN, which drives actions, which changes the state of the psychological profile, which creates a feedback loop of reinforcement learning.


    Final Result:
    We do not program scripted behaviors, we assign psychological profiles and lists of actions. Characters will have psychological states which drive their behavioral patterns. Simply by tweaking the psychological desires of a creature, we can create emergent behavior resembling intelligence. A zombie would always be hungry, feasting on flesh would provide temporary relief. A goblin would have a strong compulsion for wealth, so they'd be very motivated to perform actions which ultimately result in gold. Rather than spending lots of time writing expert systems styled AI, we create a machine learning type of AI. 

    I have never created a working artificial neural network type of AI. 

    Experimental research and development:

    The following notes are crazy talk which may or may not be feasible. They may need more investigation to measure their merit as viable approaches to AI.

    Learning by Observation:
    Our intelligent character doesn’t necessarily have to perform an action themselves to learn about its consequences (reward vs regret). If they watch another character perform an action and receive a reward, the intelligent character creates a connection between an action and consequence. 
    Exploration Learning:
    A very important component to getting an simple ANN to work most efficiently is to get the neurons to find and establish new connections with other neurons. If we have a neural connection topology which always results in a negative response, we’ll want to generate a new connection at random to a nearby neuron. 

    Exploration Scheduling:
    When all other paths are terrible, the new path becomes better and we “try it out” because there’s nothing better. If the new pathway happens to result in a positive outcome, suddenly it gets much stronger. This is how our simple ANN discovers new unscripted behaviors.

    The danger is that we will have a sub-optimal behavior pattern which generates some results, but they’re not the best results. We’d use the same neural pathway over and over again because it is a well travelled path.

    Exploration Rewards:
    In order to encourage exploring different untravelled paths, we gradually increase the “novelty” reward value for taking that pathway. If traveling this pathway results in a large reward, the pathway is highly rewarded and may become the most travelled path.

    Dynamic Deep Learning:
    On occasion, we’ll also want to create new neurons at random and connect them to at least one other nearby downstream neuron. If a neuron is not connected to any other neurons, it becomes an “island” and must die. When we follow a neural pathway, we are looking at two costs: The connection weight and the path weight. We always choose the shortest path with the least weight. Rarely used pathways will have their weight decrease over a long period of time. If a path weight reaches zero, we break the connection and our brain “forgets” the neural connection.
    Evolutionary & Inherited Learning:
    It takes a lot of effort for a neural pathway to become developed. We will want to speed up the development. If a child is born to two parents, those parents will rapidly increase the neural pathways of the child by sharing their own pathways. This is one way to "teach". Thus, children will think very much like their parents do. Other characters will also share their knowledge with other characters. In order for knowledge to spread, it must be interesting enough to be spread. So, a character will generally share the most interesting knowledge they have. 

    Network Training & Evolutionary Inheritance:
    An untrained ANN results in an uninteresting character. So, we have to have at least a trained base preset for a brain. This is consistent with biological brains because our brains have been pre-configured through evolutionary processes and come pre-wired with certain regions of the brain being universally responsible for processing certain input types. The training method will be rudimentary at first, to get something at least passable, and it can be done as a part of the development process.
    When we release the game to the public, the creatures are still going to be training. The creatures which had the most “success” will become a part of the next generation. These brain configurations can be stored on a central database somewhere in the cloud. When a player begins a new game, we download the most recent generation of brain configurations. Each newly instanced character may have a chance to have a random mutation. When the game completes, if there were any particular brains which were more successful than the current strain, we select it for “breeding” with other successful strains so that the next generation is an amalgamation of the most successful previous generations. We’ll probably begin to see some divergence and brain species over time?

    Predisposition towards Behavior Patterns via bias:        
    Characters will also have slight predispositions which are assigned at birth. 50% of their predisposition is innate to their creature class. 25% is genetically passed down by parents. 25% is randomly chosen. A predisposition causes some pleasures and displeasures to be more or less intense. This will skew the weightings of a developing ANN a bit more heavily to favor particular actions. This is what will create a variety in interests between characters, and will ultimately lead to a variety in personalities. We can create very different behavior patterns in our AB’s by tweaking the amount of pleasure and displeasure various outputs generate for our creature. The brain of a goblin could derive much more pleasure from getting gold, so it will have strong neural pathways which result in getting gold.

    AI will be able to interact with interactable objects. An interactable object has a list of ways it can be interacted with. Interactable objects can be used to interact with other interactable objects. Characters are considered to be interactable objects. The AI has a sense of ownership for various objects. When it loses an object, it is a displeasurable feeling. When they gain an object, it is a pleasurable feeling. Stealing from an AI will cause it to be unhappy and it will learn about theft and begin trying to avoid it. Giving a gift to an AI makes it very happy. Trading one object for another will transfer ownership of objects. There is no "intrinsic value" to an object. The value of an object is based on how much the AI wants it compared to how much it wants the other object in question.
    Learning through Socialization:
    AI's will socialize with each other. This is the primary mechanism for knowledge transfer. They will generally tell each other about recent events or interests, choosing to talk about the most interesting events first. If an AI doesn't find a conversation very interesting, they will stop the conversation and leave (terminating condition). If a threat is nearby, the AI will be very interested in it and will share with nearby AI. If a player has hurt or killed a townsfolk, all of the nearby townsfolk will be very upset and may attack the player on sight. If enough players attack the townsfolk, the townsfolk AI will start to associate all players with negative feelings and may attack a player on sight even if they didn't do anything to aggravate the townsfolk AI.

  8. Hero Toon Tower Defense It is a tower game, but it is not the typical tower defense, where buildings are built along a path.

    In this game you have to build a village first, then you have to add your system of defenses like walls, towers of arrows and towers of fire.

    And like any strategy game, you have to build barracks to recruit troops. These units serve to defend the town from the attacks of enemy hordes.

    The game has a level that develops inside the underworld in dungeons, where the mission is to rescue the princesses of the evil elves.

    The game was developed in Unity 5.4 and use purchased characters in unity asstes store.

    You can download the game from google store:


    Hero Toon Tower Defense 10.png


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    Recent Entries

    Before we start our development blogs, we want to share our insight about us and the game.


    What is Alchemica?

    Alchemica is a game being worked on by a development team consisting of two people for several years.

    It is a free RPG game for Android with some unique takes. Players take the role as Charlotte, a young alchemist striving to become a successful merchant.

    During the course of the game, she can use materials taken from the world to craft various potions and bombs. These items can then be used for battles. The main idea is that she doesn't use conventional weapons, instead relying on her own expertise in crafting items to defeat monsters and gain loots in the form of more materials from them, thus repeating the cycle.

    Charlotte also owns a store, the one she wants to build reputation on. She can directly sell loots taken from dungeons for gold, or use the time to craft better items as they are worth more. Visitors will come to her store, and she must haggle with them to win her hard-earned gold coins.


    What does Alchemica looks like?

    As a die-hard fans of classic JRPGs, Alchemica is entirely made with hand drawn pixel-art to emulate that retro look that we hold dear. Battles are drawn out in that classic turn-based style, while dungeons are randomly generated.

    Hare are some screenshots of the game for people who are curious.






    Where can I try Alchemica?

    If anyone here is interested to give it a try, here's the Google Play link: https://play.google.com/store/apps/details?id=com.gdi.crunchybit.alchemica

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    Recent Entries

        The reason this blog is called "My First Success" is because I am dedicating myself to make sure to see this project all the way through. My list of projects is endless, but my list of finished products numbers 2 right now, neither of which are impressive. 

        I'm still in the early design phase. I'm planning this game to be developed through the Fall semester (that means 4 months - piece of cake). The idea currently is to have a castle-building 2D game. For the first phase, I intend for the player to be able to collect resources (stone & food), recruit 3 basic units (soldier, farmer, and miner), build the basic buildings (storage, mine, walls, gate), and involving the player character in combat. Eventually, RPG elements, as well as large scale strategy and persistence would be cool, but that's way beyond my current scope so I'm just going to throw those out for now. The final goal is to have two players build their fortresses and armies and try to take each other's castles. I plan to enable only local multiplayer, since I have no current experience with multiplayer games.

        For now, however, the first build of the game will only involve one player character building a fortress and defenders, and a continuous onslaught of enemies trying to take the player's castle. I'm intending to use Unity, and have minimal graphics that I can create myself (since I'm a programmer primarily, art is not my strong suit). However I'm going to research and perhaps use a different engine or framework depending on, really, what I feel like. I'll probably have at least one other programmer and an artist to help me on this project.

        Stay tuned for future updates (which will involve pictures).


  9. Unlike some of the Hollywood flicks these days, where the mindless comedies are dwindling away at their attempts at getting famous, a mobile application does as good as less the user would have to use their mind on it. Introducing a lot of complexities in a mobile application might not be the best course of action to get your more users.

    Let’s take a look at some of the reasons, why you should work on keeping your application as simple as possible.

    Complex Technology Could Pose a Problem

    Making a mobile application is about creating an impeccable combination of technology and content that works beautifully. At least at the simplest level, a mobile application is just that. The perfect combination is what makes the business end of the deal possible. But when the balance in this combination gets disturbed, it creates problems. While technology makes the idea behind the application possible, it wouldn’t bode well with the end users if they have to deal with the complexity that comes with that technology. As a developer, you have to make your application simple enough for the users to not just understand, but really be interested in using the app. In order to make the app look less confusing, keep it simple.

    Simplicity Gains you More Time

    Or, you lose less time. Too many windows to open, too many tasks to get done - all in one app - it gets confusing, it seems like an eternity before the users see things actually getting done, and it looks messy too. And so, a clean interface always means an effective use of time and energy both, on the part of your end users. Simplicity is what brings efficiency to the whole experience of using any mobile application.
    When You Need to Keep Multiple People on the Same Page

    There are many applications out there which are usually used in groups of users - like the application Splitwise, which allows a group of friends to split money equally, telling each of them how much they owe every other friend, and how much everyone else owes them. These are classic examples of applications which need to be simple, because the chances of confusion here are abundant. The apps that are meant to bring about a level of organization into people’s lives - these are the kinds of apps that should never be complex. These are the apps that especially thrive on simplicity.

    To say that mobile applications have changed the way people operate today in their day-to-day lives, would be just about right. That makes it even more necessary for the developers to work harder on making simplicity on of the top features of every application that they design. Because not just the understanding, but the accessibility and more than a certain amount of usage too comes from how simple and clear the structure of the applications is. The road to success, undoubtedly starts with simplicity.

  10. This is the video of last week. Some interesting points are shown :


    - Importance of legal issues on Game Development

    - A new Game Prototype


    I'm investing more time and learning about video editing, please tell me your opinion about the video and the content shown on it.



    Thanks !

  11. Finalspace
    Latest Entry

    Well a lot had happened and it seems i have my confidence and motivation back for coding.

    So i decided to finish "unfinished" prototypes and games i have created in the past and then going from there.

    Right now i am working on a breakout prototype i made in UE4 with random generated maps, nice effects and other stuff.
    Looks like a project i may actually finish...

    That said i will focus on that for now only and not get distracted by other projects.

  12. Thank you for reading this week's development blog! After a long week of development, the first draft of tower loadout and quest system are finally complete!! I can tell you that both systems complement each other very well, I am excited to show this system to every one of you!!! Now we have to start balancing the both system and improve UI & UX of them.

    Buying towers & personalize your own tower loadout. There will be a specific amount of resource per quest (starting resource + drop from monsters); therefore you will only be able to summon a specific number of towers. The tower leveling progression is also one of the fun parts, where you spend resources you gain after completing each quest to level up them.

    There will also be at least 4 new towers, 6 new monsters and 1 playable character added into the game after the next patch! I look forward to bring this patch to live, but there are still tons of balancing and new content require testing.

    These are just placeholder.









  13. We just started modeling the main-character of the game, Charly Clearwater, in the 3D Editor.

    After we have finished modeling the body with torso, arms and legs, we'll start modeling the head.

    The picture below shows our current progress but many steps will follow until the body will have reached his ideal form, size and characteristics.

    Once the 3D modeling is completed, we'll start with texturing the 3D character. 

    Go for it!




  14. JTippetts
    Latest Entry




    So, I ended up doing the "skirts" method I spoke of in the last post. And in conjunction with the default Urho3D water shader (with a few small tweaks, and more to come to eliminate artifacts on the corners of the water blocks) it actually looks pretty decent. The water animates a noise texture that ripples the ground beneath. It also uses a reflection texture (which I have set to black at the moment) if desired. I might tweak the water shader further, but for now I'm happy with it. I've also got all the small issues sorted out from the change to multi-level water. It wasn't a large change, but I was surprised at how many different parts of the code worked from the assumption that water was determined by elevation < 9. I thought I had contained it better than that, but I did get all the various spellcasting, pathfinding and object spawning oddities worked out.

  15. Businesses are moving at a greater pace than they ever were. The consumer habits are changing in accordance with the constant evolution in technology which has moved from mainframes to our pockets and wrists. To keep up with the changing consumer habits and to be at the bleeding edge, enterprises are trying hard to catch up. They are increasingly moving to a mobile first strategy and are investing more money than ever on enterprise app development.

    Enterprise mobility solutions architects are researching innovative development techniques and empowering

    • faster development cycles,
    • minimum development cost,
    • minimum coding; maximum security.

    App developers are adopting newer development techniques and following modern development practices to fulfil the requirements of their enterprise clients. Some of those technologies, methods, and practices I have listed here:


    1.  Rapid Mobile App Development (RMAD)

    Enterprise apps owing to business value they carry consumes more development cycles than consumer apps do. is based on ‘zero’ coding philosophy to shrink development time and meet mission critical business tasks. Application developed with RMAD are good-enough to distribution inside an enterprise to address an adhoc problem that can’t be addressed with the existing applications in place.

    RMAD is basically Rapid Application Development (RAD) extended to a mobile environment. RMAD, with little coding or by implementing methods like early prototyping and reusing software components, can be used to develop customer facing apps in addition to internal apps.

    RMAD development environment is web based and supports object oriented programming.

    2. Bimodal IT

    Bimodal IT is the recent trend in enterprise app delivery. As the name suggest, in Bimodal IT, there are two parallel modes involved. One mode of app development focusses on stability another on agility. Mode 1 is traditional and sequential, emphasizing safety and accuracy. Mode 2 is exploratory and nonlinear, emphasizing agility and speed. This is expected to bridge the gap between demand and capacity, which is expected to be between five to one currently.

    Best Enterprise app development Practices

    1.     Cross-platform apps are the future of enterprise mobile app development

    Enterprise apps are more of a need than luxury. An employee is unlikely to complain about an app’s UI or theme color distributed by his employer the way he complains about an app developed by Facebook or Microsoft (Google apps are perfect!).

    Absence of native UI/UX support remains the biggest problem with cross-platform frameworks, today. They try to generate a common UI on all platforms which alienates users, who are prone to hamburger menu on Android and bottom menu on iOS. Fortunately, enterprise apps remain immune from this problem.

    There are number of cross-platform frameworks available in the market. The most popular is PhoneGap (owned by Adobe). Xamarin, owned by Microsoft is catching fast though. Objective-C (for iOS) or Java (for Android) can be done in C# with Xamarin, which already offers complete access to 100% of the native APIs for iOS, Android and Windows in C#.

    Appcelerator, Apache Cordova, Ionic and QT are other viable cross-platform tools that support desktop, web development, and mobile application development.






    Cross-platform = Faster development + Less Coding + Lower Cost

    2.     OAuth 2.0 + two-factor authentication for users’ authentication

    A practical tactic is to use OAuth 2.0. Many vendors support OAuth 2.0 with two-factor authentication including Azure AD, Ping, and Okta. Two-factor authentication requests a user to enter user ID and password (something you know) and a second validation, such as an OTP generated on your mobile phone (something you have) or a fingerprint (something you are).

    Android, iOS, Windows, and the latest web browsers all support OAuth 2.0 services. No developer should count on any other method of authentication.

    3.     Context Driven Testing (CDT)

    Context driven testing is the new form of agile testing. This kind of testing is executed when the end-users have dissimilar preference and requirements. CDT works for the mobile app which serve the need of one end-user but not the other. Let us say Microsoft Paint. Paint is an ideal application for casual graphics work

    But for a professional graphic designer who wants to add high-res graphics and different font size and colors may rather prefer Adobe Creative Suite. So context driven testing is built on the fact that ‘no solution is the best solution. But in this case, benefit lies with the consumers, since the final product that is approved is a user-friendly product, nonetheless several users may not agree with that as context driven testing is not a universal testing methodology and works in applications where conditions seldom change and test setups are unidentified.


    Enterprises are always dynamic as they continue to succeed in a modern ecosystem dominated by mobiles and wearables. The accessibility of apps as a way of taking on business competition with agility, rapidity, as well as contemplation and proper attention is the right way ahead.


  16. Mobiles are a fantastic way of technological expression in our times, and mobile applications are definitely one of the biggest reasons behind this. So, the answer to the question - whether mobile applications would benefit their respective businesses - the answer is absolutely yes. 

    But, that’s the short answer.

    Here’s the longer version:

    Visibility Increases

    First of all, an app will make your visibility skyrocket! We know it extremely well that an average person spends quite a great amount of time every day on smartphone, especially internet services - we know this without the help of any statistics. But, even if statistics were to be believed, then the average time spent on mobile Internet services was estimated to be 185 minutes, that is a bit more than 3 hours a day. While mobile app might not take up all that time, it sure occupies a lot. A major reason for that is an app actually helps a user save time by not having to log in all the details every time they open the app. Also, while looking to open some other app, or do some other task, the user may scroll and scan, coming across your app several times a day. So, take advantage of the visibility that a mobile application provides by designing one.

    It Acts as a Direct Marketing Channel
    A mobile app is such a compact thing, when you see it - and it amazingly carries so much of information in it. Whether it’s prices, user accounts, notifications, home feed, or just any general information - all of it, you can easily find in a mobile app. And it creates an easy medium of direct two-way communication that you can have with your end user. You can easily gather feedbacks, as well as remind them of any updates or upgrades.

    Helps You Build Your Brand
    More than a website, a mobile app clicks more with the audience, making the brand feel more like their own. With a mobile app, users feel more involved, they prefer it more rather than having to logging in on a website. Think of your app as a billboard. Like people crossing by in their cars, or waiting at traffic signals, see various ads staring in their faces, your users will have look at your app, almost every day - if not to use it, then at least by coming across it while scrolling through the mobile for something else. And that is how you make people recognize your brand. 

    Customer Engagement gets Improved
    This is a great way to make our customers engage with you. If it’s a restaurant that you own, then people can directly reserve their tables from your app. If it’s an app related to cab-service, then people can book their taxi from the app. If it’s a product you’re selling, then you can sell from our app. Even when it comes to settling customers’ grievances, you can include a direct message feature on your app, and make your end users’ life even simpler.

    The great thing as a developer and a designer is that, you have this blank slate in the form of a mobile app with you, that you can create the way you want to; you don’t have to think twice about whether people will like the concept of having an app in the first place, because they absolutely will. The only thing to think about is how to make that app of yours stand out in the crowd of apps.

  17. UnitAvoidance.thumb.jpg.455e4aa8b8670f0f5cc6ab773f542d0f.jpg

    I converted what was left of my C#/NLua scripting implementations to XLua and rewrote many of the Lua scripts to be faster, better, and more readable. The purpose of this is to make scripting as easy as possible outside of the programming/Unity3d environment, and the purpose of doing that is to make it really fast and easy for designers to create skills, zones, items, stats, abilities, monsters, and heroes. All of this low level programming might be slow and tedious now, but I’ll be thanking myself in the future when it comes time to create the content of the game, and any potential players will be happy to see that game and balance updates (or even DLC) will come often with minimal overhead.

    I also did some more work with the A* pathfinding implementation. Heroes and monsters will now walk around each other, and it is possible for doorways and whatnot to be blocked if there are too many monsters standing there.



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    Before i start, i want to say "HI" to all members, im new one :)

    OK, so i want to share with you my roguelike/rpg project called Runica. I spent last 1 and half year working on it. This is my weekend/free time project. Game has nice and colorful, pixelart graphics, and it is similar to Isaac or Nuclear Throne which are great games! 

    %%% So what is this all about ?

    We have to choose our hero from 3 classes available. Mage - using wands with magic dmg to shot and range abilities to damage enemies. High magic power, but really weak in melee fight. Hunter - using bows with magic attack or crossbows with physical attack. Playing hunter we have two ways to play, we can choose bow to focus on our abilities and magic power, or we choose crossbow to mage a lot of physical damage, but our spells are weaker. Warrior - this is totaly melee class, using sword to deal aoe dmg, short range, we have to focus on health points and armor.

    Next we enter to the random dungeons, filled with monsters, treasures, gems, and chests. The point of the game is clear whole floor. After that we can enter next dungeon, using magic totem. In the middle of the game, we have to upgrade our equipment and statistics.

    Mage Screen


    Each one has 4 unique abilites, they are unlocking when we are leveling our character. U can see skills icon on the last screen. Of course we have other stuff like HP/MP bar, the value of our potions, EXP bar, and in-game timer.


    We are using mouse to aim, LMB shot our current weapon, RMB is our first skill. We have to use some keyboard too. WSAD we are moving, 2,3,SPACE using next three skills, TAB opens equipment, ESC to exit current run.

    Hunter Screen


    Dungeons are dividen on biomes. Each one has a set of monsters to meet. There are always 5 of normal type monsters, and 3 champions, super monsters. There is no lightning around us, so we have to light the torches on the walls to know, where we have been. 

    Main Screen


    If you have any questions, please comment. I will make more posts soon. If u want to see more materials like films, more screens, here is the facebook fanpage (polish language):



  18. Gunpowder Boulder review

    Hi guys,

    We wanted to drop by with another cool blog post that describes one of the new boulders featured in the game. But before we get in to this, we just wanted to briefly mention that we should be announcing the release details very soon. We're currently working on a bunch of updates to go with the upcoming announcement, so please stay tuned. We're at the very end of the road here.


    And now back to our boulder details! The Gunpowder Boulder as you might have guessed is an explosive weapon with a very high risk/reward ratio. This boulder deals considerable damage to the opponent's gate, but managing to get it to the very bottom of the course can be quite challenging. 

    The gunpowder boulder has a short fuse mechanism that is popping out, and every time the boulder rolls over it the explosive contents receive a charge. As long as the boulder is not hitting the fuse the sphere quickly cools down, but if you roll enough times over it: BOOM!

    The more the boulder glows red the closer it is to bursting.

    Ways to avoid overheating is making sure the fuse is not aligned with the floor when rolling or jumping as the bomb gets hotter. 

    Offense alternatives

    The explosive boulder is also a great tool if you want to wipe out a heavily armed area that you are having problems getting by. The explosion radius can take out multiple units with a single blast.

    Mass destruction!

    To manually detonate the boulder the player can also rest on the fuse just for a few seconds and KABOOM! Everything is decimated. 

    What do you think of this new offensive weapon? Let us know in the comments below!

    Finally; if you haven't noticed yet make sure to check out our updated Store Page with new information and a lot of cool animations.


    What is Rock of Ages II: Bigger & Boulder?

    Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game.

    Follow ACE Team:

  19. Hi there!

    Where was I for a month again and what’s up with the title?! Many friends already asked this and other difficult questions like “I planned to finish this game in 4 months and I’ve been working on it for 6 now” or “Last month you kind-of promised to have an open beta and a complete game by now” and the title was the best answer I gave. Actually I really believe in what I’m doing and the way I’m doing it. I know it is madness, game development is about risk management and this project is becoming more and more risky day by day (risk of losing a lot of money and losing the ability to continue full-time game making :( ).

    The thing is the game was NOT GOOD two months ago. I could have rushed it to market, I really could, but my ghost whispered to me and I had to follow its lead. I’m in this for the love of it and for the love of the craft as a whole. I want to make games and continue making games as a living, but at the same time I want to be good at it and be proud of what I make.

    Now with this out of the way let’s jump onto the progress in the last four weeks :) !


    Few people said to me, based on my last entry, that the game starts to look really polished. I felt really happy about that, because I haven’t actually started on my planned polishing tasks. Besides composing the sound track and working on finalizing and balancing game systems, the last few weeks were spent on polishing the look and feel of the game :) .


    First I added some sprite effects to the player movement which fades out over time. This is a great visual cue to show the direction and the old positions of the player and also makes the “dusty & old” dungeon image more believable :) .


    Then a subtle bounce was put on top of the original player movement transition. It does not seem like a big addition but it does make it feel more like walking than the old moon-walker dance move :D .


    The last movement tweak was configurable sprite and sound effects for levels. Now there is splashing in the caverns instead of dust puffs as an example.


    Animated health-bar

    This is something which is absolutely not a necessity for a game, but once you saw the Diablo 3 health globe it cannot be unseen :D . Back to reality. I wanted to add a subtle sliding animation to better signal the player about the significance of the health change. I think it turned out wondrous :) !



    One nice touch I really like is atmospheric sound effects. In many games if you mute the music you can easily hear a lot of background effects which do not come from entities in the world but from the environment itself. Examples include crackling fire, rats squeaking, stuff like that. I Am Overburdened is not a gothic themed nor a horror game, far from it actually, but I wanted to achieve a “spooky” overall feeling so I added something similar. Dripping water in the caves, rattling chains in the dungeons etc…



    Monster skills

    This was a feature which was missing from the game for so long. I actually implemented the underlying system while working on the prototype (so really really long ago), but I had no time to actually add unique skills to the monsters :( . Now each and every one has it’s own “thing” which makes them memorable and really stand out. Not just attribute differentiation, like :o careful this one is “strong”, this one is “fast”, bla bla, but instead something like this: careful this can dodge your attacks, or that one can interrupt you and cancel your hit, or that pesky beast can resurrect so it is a real damage sponge!


    There are some neat ones which I will not spoil because they are really fun, powerful and buy the game once it’s out :P (there is no fun in spoiling everything) !

    The Black Raven Market

    During a play-testing round I realized there is a huge problem with the pacing of the game. The game-play did not change enough during a full play-through regardless of the changing environments, monsters and increasing power levels. Another problem a lengthy game usually had is RNG (those infuriating random numbers :D ). It felt a little boring and a bit too random (not enough control over the outcome). I realized a shop could solve these issues, but not a typical buy whatever you want when ever you want type, but more like a rogue-like shop ;) , that allows more player control but it also presents another hard choice (as many things in rogue-likes).


    Welcome to the Black Raven Market. Every first shop level sells random pickups (health potions, attributes etc…) and every second shop level sells random magic items, but you can only buy one stuff on each level! I’m evil, I know it :D MUWHAHA. In a full play-through you will encounter 10 shop levels which gives some extra space for player choice and nicely breaks up the “kill some monsters defending important loot and run to the next level” game-play loop.

    Music makes the world go around!

    I’m not a musician and the following sneak-peek into the official soundtrack of the game is proof of that. Regardless of it being pretty amateurish I’m still really proud of it :) . Instead of trying to make AWESOME music (which I simply can’t :( ) I focused on adhering to some fundamentals I settled on before jumping onto composing:

    • Retro sound, match the looks of the game.
    • Leave a spooky and mysterious impression.
    • Be consistent using similar patterns and tunes.
    • Gradually get more intense and chaotic.

    I hope it isn’t grating at least :| .

    The full OST is around 15 minutes so its my longest work in this regard yet + it is long and varies enough to not get too repetitive during a full play-through :) .

    I should also mention, that I used the wonderful Bosca Ceoil tool for composing. It’s quite limited, but it is really really easy to use. You should definitely check it out if you would like to make some chip tunes. It is free and works in the browser too!


    Thanks for reading!
    Stay tuned.

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    Mobile Programs are considered to be the most complete package an Enterprise actively seeks as through Programs they can reach new audience plus fortify their current Company somewhat. It is no longer a choice actually it's a mandatory requirement. In Mobile Application Development, Android along with i-phone  are considered to be the extreme heavy weights in this Planet however, you can't ignore Windows, Blackberry yet also others. Originally concept for both exactly the same and that's always to present user friendly experience but finally both have become opposite to one another. Android includes a midas touch and feel where as i-phone defines class.

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  20. Burn-out, in shortest possible, is a state of physical and mental exhaustion. Is is caused by too much work and stress, and not enough rest and sleep. It can lead to severe health problems, with the smallest one being clinical depression. Apparently, it is very common in game development professions.

    I started working on Rick Henderson And The Artifact Of Gods a year and a half ago. First, everything was going fine. Fueled by passion and motivation, i stayed late many nights and used weekends to recover from that maniacal tempo. Then the weekends weren’t enough. I started barely waking up and functioning very lousy. Eating too much to get energy, drinking too much coffee. Quality of work started to fall, and it took me more and more time to finish stuff. My concentration was going down. I got frustrated when i simply couldn’t stay up anymore because i lacked energy. When i did stay up, it was a torture of mind and body with work quality falling down even more. Depression started to creep in. A vicious circle of guilt and exhaustion that ultimately led to a month pause during which i couldn’t even look at my game. After one big and one smaller burnout (the other one was a reminder) i experienced, i learned a good lesson. Making a game is not a 100 meters sprint of passion, it is a 42 kilometer marathon that requires perseverance, determination and motivation. To stay determined and motivated we need to take care of our bodies and minds. Typical, a bit satirized, representation of a programmer is a skinny or a fat bold guy with glasses and a generally neglected appearance (stubble, lousy wardrobe and so on).

    Turns out, there’s a grain of truth in every joke. This type of work takes an enormous amount of time and while not physically demanding it DOES impact the body, and with it the mind enormously. I am determined to avoid burnouts in the future, and here is what i can recommend to you to avoid them too.

    Sleep Well

    Developing games can be addictive, especially when you get into The Flow (or in the zone, as it is sometimes referred to). As i already have a full-time job and family, the flow usually comes late at night, when family is asleep and after an hour or two already in the works. I get completely immersed and have a distorted feeling of time and space, hyperfocus and increased productivity. If you think you can use this time well, make sure you can be absent from the work tomorrow so you can regenerate and have a good night of sleep. However, i wouldn’t recommend doing this often. It’s better to save that energy when you’re close to some goal that requires a large amount of work that you feel you must do in one push or you will lose focus if you split it in chunks.

    Sleeping less than 6 hours increases obesity (you feel like eating more to compensate for lack of energy), chance of stroke, heart diseases and diabetes. Not to mention that you will be forgetful, need lots of coffee or caffeine drinks to make it through the day and be irritable as hell. Depression also creeps in. Make sure you sleep at least 7 hours and try sleeping in on weekends if you can.

    Eat healthy 

    I know it sounds obvious and like a cliché, but if you are mid thirties like i am, this fact needs to be repeated all the time. Make time to prepare a healthy, balanced meal. Eat vegetables, fruits, fish and meat. Besides making your own meals is the healthiest choice of all, it helps rest the mind by physically and mentally distancing you from computer. I find cooking relaxing and sometimes similar to long bicycle rides when my mind wanders off.

    Drink water and tea, not sodas full of sugar.

    Avoid too much caffeine, it actually makes you harder to concentrate if you overdo it, makes your brain foggy, causes caffeine crash and messes up your sleep quality when taken too late (if you manage to fall asleep). While we all love coffee as a stimulant, don’t forget that it is addicting and withdrawal symptoms can last very long, so it’s best to consume it in reasonable amounts.


    Besides sleeping enough and eating healthy, exercise is one of the most important things in whole thing of staying mentally stable when working on a game.  Get your juices flowing, ride a bike, pump some iron, run, cross fit, whatever makes you sweat. You will feel better, happier, healthier, have more energy to work, need less sleep, wake more rested and most important of all, have your brain functioning better due to improved blood flow. If you are like me, sitting in the office for 8 hours staring at a screen (like most of us actually) and then doing that again in the afternoon, be realistic, it does horrible things to your body and mind and you must be fit to endure it.

    Don’t forget friends and family

    Life doesn’t just stop because you are working on something that takes an enormous chunk of your spare time. You’ve got a family to spend time with and take care off and friendships you have to cherish. Socializing helps to take the mind off of your work, relax or perhaps vocalize the things that worry you or you are having problems with in your development. Even if someone is not into that, a fresh and naive look at your problem can be an eye opener.

    After all, friends and family is all that matters in the end.

    Take days off

    No matter how great your passion and motivation are, being involved in anything 24/7 is just not good. You will get saturated, lose objectivity of your work and ultimately repelled by the sole sight of computer. Make goals on which you are working on, and say to yourself “when i finish this boss design, i’m going to treat myself with 3 days off”. And do it, feel satisfied with the work you’ve done and enjoy in your days off without guilt because you deserved them.

    Relax (away from screen if possible)

    Since you are probably already a full-time screen starer and you stare some more when you get home, i recommend you get some relaxation that doesn’t include staring at any type of screen. Cooking is a great way to relax, walk your dog without your smartphone, pet your cat for hours, read a book or a magazine, make a bubble bath, lay on the floor and stare at ceiling thinking about nothing, ride a bike out of town. It’s all relaxing and helps soothe your exhausted and work saturated mind.

    Work on something different

    If you really feel the need for working on your project, switching between the things you do often helps to avoid saturation. When i got bored of working on enemy waves, i switched to searching for sound effects and making some music. This development blog is also part of my avoiding burnout by doing something different. When you get sick of coding you can do some drawing if you’re apt at it, making music, writing a storyline, whatever jingles your bells. Just make sure you track your goals and don’t spread yourself too thin as it lowers the productivity and quality of work.

    Managing it all

    That’s all nice and dandy, taking care of yourself, but when you will find the time to work on the game with all this relaxing, exercising and cooking? It’s up to you to figure it out and integrate it into your lifestyle. It’s probably not going to translate into a lot of work hours, but what matters is the quality of those work hours. Most helpful thing if you are not able to work regularly on your game (i.e. have a family and a job) is to run a development log. Not just any, but a very tight one, with clear goals cut into smaller chunks you can handle and work on whenever you can grab some spare time. Besides knowing where to continue with your work after a few days of AFK, it will be motivating to track your progress. I’ll probably write more about it next time.

    Stay healthy and take it easy!

    The post 7 ways to avoid burnout appeared first on Fat Pug Studio.

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