It is possible to give yourself too much freedom to develop a game. I learned that after transforming the development of a physics puzzle game into a personal Mount Everest of feature creep.
The story begins in February 2001 when I got the idea for a puzzle game where you have to knock down…
The story begins in February 2001 when I got the idea for a puzzle game where you have to knock down…
1. Social networking share buttons
A good game gives players reason to run over to their friends and family and say "you gotta see this!" or "I finally got that achievement!" They may not all be in the same room when it happens, so providing an outlet for people to brag from within the game itself i…
A good game gives players reason to run over to their friends and family and say "you gotta see this!" or "I finally got that achievement!" They may not all be in the same room when it happens, so providing an outlet for people to brag from within the game itself i…
While my first mobile game Tiltz was mainly a learning tool, my second one was to be a half-learning half-"I want a good game on the app store." I wanted to get more comfortable with the Unity engine, and do so writing another game that wasn't reduxed a thousand times over. I thought that Hyperspac…
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