Andrew Haining's Blog
Ratus Apparatus is a one man game developer (Andrew Haining, a.k.a. The Sombrero Kid) based in Glasgow, Scotland. I'm currently working on my first game Alaska which is due to be released in Q3 or 4 2016. you can find out more about Alaska here
, or by reading my development blog
I absolutely loved Firewatch. I do think it's failed in some regards and I'd like to try and reconstruct why I think it's failed in the ways it has and also in what it has been successful in achieving.
An attempt to see Metal Gear Solid 5 as a celebration of Homosexuality.
A primary inspiration for this article is Aoife Wilson's article on eurogamer: http://www.eurogamer.net/articles/2015-09-04-metal-gear-solid-5-quiet-kojima-ashamed
A quick summary of the pros and cons of the various engines at GDC this year.
What I learned about entering the IGF last year, advice for devs and advice for the IGF!
No matter where you go in the games industry you'll find countless people telling you to start small "make something manageable that you'll get done quick or you'll never finish it" is the accepted wisdom but I believe this is bad advice.
I've been hearing a lot of people talking about Unity lately and I know a LOT of developers who've moved over to Unity to develop their games and this is a good thing, for now...
Andrew Haining's Comments
[Blog - 04/22/2016 - 03:36]
You claim by not using ...
You claim by not using an internal economy to control rewards you have allowed the user to focus on aspects of the game you want them to focus on, but that isn 't true in the slightest, using internal economies to direct attention is a critical part of game design. ...
[News - 04/18/2016 - 10:16]
Having a facebook account which ...
Having a facebook account which he may not, it isn 't stated. doesn 't preclude you from complaining about someone you backed on kickstarter going back on their word.
[News - 04/18/2016 - 01:47]
I think this is one ...
I think this is one part of the solution but the key part is that worlds need to become denser, humans generally walk a maximum few km per day and our computer game protagonists run multiple marathons. We need to bring that down, travelling large distances should require vehicles like ...
[News - 04/13/2016 - 06:56]
I don 't know how ...
I don 't know how Rust builds characters neither, I assume, do you. What I do know is if I was designing a generated character system I would have them generated procedurally, this would mean the clients can generate the characters locally and all you need to store for the ...
[Blog - 03/17/2016 - 08:12]
It 's the publishers that ...
It 's the publishers that are irrelevant. They 've shed their serious, respected developers and targeted people who don 't know or care about games in favour of tricking people out of their money while they kill time on the train. A company like that is no longer part of ...
[News - 03/09/2016 - 04:12]