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David Maletz's Blog


I'm a full time C++ programmer by day, and an indie game developer at night. I enjoy making games, especially ones with interesting mechanics or twists. I've learned a lot of the pitfalls of game development the hard way, but have persevered and started an indie game studio with my wife and some friends called Fancy Fish Games, which I hope to one day make my full time job. You can follow my indie game dev blog here:


Member Blogs

Posted by David Maletz on Wed, 13 Jan 2016 01:11:00 EST in Design, Indie
A short blog post about how feature bloat can pile up, and when cutting features can actually improve gameplay. It sounds obvious, but it's so easy to get stuck not wanting to cut a feature but not able to finish it!

Posted by David Maletz on Wed, 23 Dec 2015 04:43:00 EST in Production, Indie
Three months after the release of I Can't Escape: Darkness, we hit 666 sales. Neither an obvious success or failure, it got me thinking about the meaning of success. Thoughts and a breakdown of the game's development within.

Posted by David Maletz on Fri, 30 Aug 2013 10:29:00 EDT in Design, Programming, Indie
How location generation works in Deity Quest, what algorithms I devised for it, and how it affects gameplay.

Posted by David Maletz on Thu, 02 May 2013 08:58:00 EDT in Design, Production, Indie
Details about the development of Rhythos, along with screenshots of progress, and what plans I have for the future.

Posted by David Maletz on Mon, 08 Apr 2013 04:39:00 EDT in Production, Indie
How to keep yourself motivated and finish your game projects when you're your own boss.

Posted by David Maletz on Mon, 04 Mar 2013 02:51:00 EST in Design, Indie
Providing direction in sandbox games, without sacrificing flexibility.

David Maletz's Comments

Comment In: [Blog - 03/26/2013 - 09:52]

It 's definitely an interesting ...

It 's definitely an interesting debacle, having more people able and excited to make games is a great thing along with all of the engines and technology that has made it so easy to create and distribute games , but at the same time, it is true that the press ...

Comment In: [Blog - 12/03/2012 - 04:04]

This is definitely true, I ...

This is definitely true, I 've learned a lot from my failures, every one taught me something new, and I wouldn 't be the game developer I am now if not for them. Being able to take failures in stride is important for the indie game community, but it 's ...

Comment In: [Blog - 11/22/2012 - 09:17]

A comment on programmer pride: ...

A comment on programmer pride: You hit the nail when you said that programmers have trouble reading code when they do not respect it or the creator . I often read code to learn from it, and actually find it easier to read the code examples of a research paper ...

Comment In: [Blog - 10/26/2012 - 04:40]

I didn 't cheat with ...

I didn 't cheat with the music anymore than I did with the art - the program had no knowledge of musical theory or beats. All it knew was midi data: note start, note end, note pitch, note volume. Any semblance of beat the music has, it learned from midi ...

Comment In: [Blog - 10/13/2012 - 10:44]

I agree that mixing sandbox ...

I agree that mixing sandbox with storytelling can make the game feel more real - but I think that it could be very tough to balance. If there is a definite path the player should follow, then having sandbox elements can often get the player lost of confused. In half ...

Comment In: [Blog - 09/13/2012 - 06:41]

I think this comes down ...

I think this comes down to whether you believe a player should be molded to the game, or the game should be molded to the player. A dedicated player who is struggling can certainly replay the game or grind to catch up with the skilled players. However, wouldn 't the ...