The Devil Is in the Details of Action RPGs - Part One: The Logistics of Loot  |
| Posted by Josh Bycer on 02/08/12 04:27:00 pm
in
Game Design
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| In this first of several parts aimed at Action RPG design, I examine the use of loot as a motivator. |  |
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| Xbox LIVE Indie Games at it Again |
| Posted by Benjamin Quintero on 02/08/12 03:02:00 pm
in
Console/PC
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| There has been a lot of buzz (again) around Microsoft's attempts to bury anything under their Dashboard that isn't a Zune or Doritos advertisement. |  |
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Merging Waterfall and SCRUM  |
| Posted by Timothy Ryan on 02/07/12 06:15:00 pm
in
Production,
Console/PC
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| How to marry both methods of scheduling and the benefits of doing both |  |
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Business Post Mortem: Wolf Toss: Pre-launch Planning & Blended CAC  |
| Posted by Mike Arcuri on 02/07/12 08:56:00 am
in
Business,
Smartphone/Tablet
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| This post first covers our goals for the game and the promotion budget we set to achieve them. Then it discusses our strategy for standing out in a crowded field and our results. |  |
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Minmaxing - Is turn-based fun anymore?  |
| Posted by Wesley Paugh on 02/06/12 04:14:00 pm
in
Game Design
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| Are turn-based games less fun when a programmer does his best to win? |  |
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| PRICED TO DIE |
| Posted by Brent Knowles on 02/06/12 03:11:00 pm
in
Business,
Indie,
Smartphone/Tablet
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| This is a repost from a recent article on my blog that generated some interesting discussion. It discusses app development as well as the new surge in self published fiction. Original post is here: http://blog.brentknowles.com/2012/01/20/priced-to-die |  |
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