I run a one-man shop called Green-Eyed Games, where I make small games with simple interfaces and interesting mechanics. My first title is Last Train to Timbuktu.
On Gamasutra, I blog about design, implementation, and business issues I encounter when I think they might be interesting to the wider game dev community. I also have a more general-purpose development blog at http://greeneyedgames.ca/blog/.
How I adapted a physical simulation of lightning for fast, lo-fi rendering.
I wrap up my series on "designing a puzzle designer" with a look at how difficulty levels influence puzzle creation.
I continue my series on "designing a puzzle designer" and dig into how and why the basic puzzles are elaborated upon.
The first in a short series of posts about how I designed the puzzles for Last Train to Timbuktu. Or rather, how I designed a puzzle designer, since all of the game's puzzles are randomly generated.
Here is a simple, cheap system I developed to distribute updated versions of my games to customers.
[Blog - 02/16/2013 - 12:11]
Thanks for the tip. I ...
Thanks for the tip. I haven 't experienced that myself. I wonder if it 's related to your location vs. the region the data is stored in, or whether the data is stored in a slower service tier.