David is a Producer/Programmer/Designer that has been making games since the dawn of time. He originally did mainstream application and OS dev work in respectable society during the day to cover these aberrations, but eventually decided working two full time+ jobs made it tough to see his wife and kids. Abandoning his disguise, he now does game making as his primary career.
David has been involved in a wide range of projects, including building the world's first subscription based internet MOG (Valhalla), extensive military simulation AI, several MMOs (Pirates Online, Toontown, etc..), and a boatload of standalone games.
He is currently adventuring in Europe, with an initial stint at Black Forest Games in Germany, and now headed over to the UK to do AI work for Splash Damage. He has also done freelance design and process consultation, so feel free to message him if you need a hand.
From where Dieselstormers was envisioned to where it stands today is a bizarre path that reflects the trials of many small dev houses. We invite you to see how it really happened.
These are some quick hints to make AI construction easier and more effective.
A quick look at some of the recent F2P discussion and what makes it so issueful. One thought on how that could be addressed.
[News - 04/26/2016 - 06:05]
I largely think you are ...
I largely think you are right here. Discovery is the huge wall to climb for small games right now, and the market is having more dominant players with well developed advertising channels. A tiny dev house may be able to make a great game, but they are very likely just ...
[Blog - 04/18/2016 - 11:40]
[News - 04/11/2016 - 02:44]
[News - 04/05/2016 - 03:24]
Yeah, as much as I ...
Yeah, as much as I really like the Battletech franchise and want to play this game, the P2W aspects of it make it non-playable. What a waste.
[Blog - 03/29/2016 - 08:39]
So the underlying gameplay appears ...
So the underlying gameplay appears to be calculated risk management in placement of your tiles - estimating potential countermoves, likely opponent deck, your own follow-ups, etc... r n r nThat 's cool and fun, and has some potential depth in terms of map and modifiers. You 've then extended this ...
[News - 03/09/2016 - 04:12]
I 'd like to hear ...
I 'd like to hear that as well. Because you simply don 't get to spend 70 hrs/wk on making a game for 4 years unless someone is paying for it, and that 's more important than the 70 hrs really.