Rasmus Rasmussen's Blog
Localization QA Test Lead by day, indie game designer by night. Background in media production and photography, but always a game builder at heart...
I run my own little indie studio, called Tagunda, based in Seattle, WA. You can also find me on twitter, as @theprint.
Preparing games for localization involves a lot more than separating content from code. Here's a primer on designing for, and working with translations, and how to avoid come common pitfalls.
There are many approaches you can take, when setting out to design how procedural generation should work in your game. This is a description of the approach chosen for my first attempt at a classic roguelike, using carver objects.
Despite few downloads and even less revenue, this tiny game is a success. How so? This post mortem is about expectations, and the value of working with others.
Rasmus Rasmussen's Comments
[Blog - 03/13/2015 - 12:18]
Great writeup. I have played ...
Great writeup. I have played with it some, but never actually produced anything using Twine. Now though, I am thinking it could also be used for interactive multiple choice testing and training purposes.
[Blog - 03/06/2015 - 07:16]
Excellent post, and lots of ...
Excellent post, and lots of great comments as well. Thank you all for sharing. Reading this made me both glad that my own experience matches yours aka I am not alone , and sad that it is so hard to get noticed by the game press, especially given how important ...
[Blog - 01/08/2015 - 03:01]
Oh man, character bios and ...
Oh man, character bios and actual manuscripts would be so great to have, but I don 't think I have ever gotten that. Which is kinda sad, now that I think about it.
[Blog - 01/06/2015 - 01:35]
All the carvers are the ...
All the carvers are the same size 2x2 . I did experiment quite a bit with both spawn times and decision making. Each crawler has its own threshold for changing direction, which I spent a ton of time tweaking. Experimenting with these factors were also a lot of fun though, ...
[Blog - 12/15/2014 - 01:49]
[News - 12/11/2014 - 09:28]