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September 28, 2021
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Joost van Dongen's Blog   Expert Blogs

 

Joost van Dongen creates games, music and art and plays cello. Joost has worked on AwesomenautsCello FortressProunThe Ageless Gate, BlightboundSwords & Soldiers 1 and 2 and De Blob. Joost was co-founder and lead programmer at Ronimo. Since 2021 Joost is self-employed, working on his won projects. Joost has been writing blogposts at his official dev blog www.joostvandongen.com since 2010.

 

Expert Blogs

Posted by Joost van Dongen on Mon, 05 Apr 2021 06:35:00 EDT in Indie
After 14 years at Ronimo, I’m leaving the company I co-founded. I’l keep making games, but starting this months it’s on my own (and in the future maybe I’ll start a new studio). Today I’d like to share why I’m leaving, and what I’ll be doing


Posted by Joost van Dongen on Thu, 18 Mar 2021 11:27:00 EDT in Programming, Art, Indie
This post discusses how we designed the Blightbound Skin Editor so that we can reuse 2D animations, swap gear, quickly tweak the looks of characters, add special effects and attach objects to characters convincingly.


Posted by Joost van Dongen on Thu, 11 Mar 2021 11:04:00 EST in Programming, Art, Console/PC, Indie
For Blightbound we wanted high quality animation, screen-filling bosses, crisp characters, high framerate and swappable gear. This post discusses why sprite sheets didn't work and what we used instead.


Posted by Joost van Dongen on Tue, 23 Feb 2021 11:29:00 EST in Design, Indie
This post discusses how to do storytelling in a coop game where each player is at a different point in the story; without spoiling things for teammates and without adding waiting time for the other players.


Posted by Joost van Dongen on Thu, 10 Dec 2020 10:51:00 EST in Programming, Art, Console/PC, Indie
Where geometry and foggy effects intersect, ugly seams appear. Depth Fade is a technique that can be used to fix those seams and create an effect that emulates volumetric fog.


Posted by Joost van Dongen on Tue, 17 Nov 2020 03:35:00 EST in Business/Marketing, Indie
It took us 2 years to make any money from Ronimo at all, 4 years to earn (almost) minimum wage and 6 years to receive a more decent monthly salary from our own company. During that period we were near bankruptcy twice. Here's why it took so long!



Joost van Dongen's Comments

Comment In: [Blog - 08/11/2020 - 10:54]

Heh, yeah, would have been ...

Heh, yeah, would have been intriguing if the bug was caused by the notoriety after all We did have one case where a specific boss always caused a disconnect, before launch. Turned out music triggers caused this, lol. The reason was that when receiving a music trigger to start the ...

Comment In: [Blog - 03/04/2020 - 10:29]

Thanks for sharing r n ...

Thanks for sharing r n r nThe sources I 've seen all say that a cache line is 64 bytes, not 64k. Or is a CPU scanline something different

Comment In: [Blog - 02/05/2020 - 10:15]

Interesting note on PvP balance ...

Interesting note on PvP balance versus PvE balance r n r nThe problem of skills being fun to use but not fun to be on the receiving end of is actually one we 've struggled with a lot during development of Awesomenauts. A year or so before launch we had ...

Comment In: [Blog - 01/08/2019 - 10:10]

Previously we used our own ...

Previously we used our own forum for this and it worked great. We have a beta subforum where players can give feedback. However, my impression is that recently most gamers have moved to platforms like Reddit and Discord and a forum seems a bit outdated. I personally greatly prefer a ...

Comment In: [Blog - 09/25/2018 - 11:35]

The room changing is actually ...

The room changing is actually a problem that doesn 't happen in my version of interior mapping, as is described in the post. In my version the rooms are in object space or in world space, if you want and then it 's the same room from every angle. I ...

Comment In: [Blog - 09/18/2018 - 10:21]

That 's very true: players ...

That 's very true: players often overestimate themselves and they often use matchmaking and balance as scapegoats. I 've even had a case where a teammate was flaming me all match for being a n00b, while that player was dying all the time and was by far the worst player ...