Simon Dean's Blog
Simon is the Project Lead on Folk Tale, a fantasy citybuilder strategy game, and founder of independent games company Games Foundry. Having previously worked in the games industry as a Lead Artist, he spent fifteen years in the wilderness working as a programmer and project manager before finding his way back to a love of games development.
www.twitter.com/gamesfoundry ( @gamesfoundry )
Folk Tale Project Lead Simon Dean takes an introspective look at the quandary of whether to participate in deep discounting during development.
The indie team behind upcoming Folk Tale share the design process behind the new game logo.
In an open invitation to console manufacturers, Simon Dean explores the steps towards becoming indie-friendly.
Analyzing and rationalizing in-game stats in a game spanning multiple genres presents an interesting challenge.
Making mistakes is a healthy part of game development when you admit, learn from and address them. With growing risk aversion on Kickstarter and scandals breaking weekly, the Folk Tale team are trying to do things a little differently.
With the two year anniversary of Folk Tale development fast approaching, its an opportunity to look back at the game's humble beginnings, and examine some of the decisions that have caused delays along the way.
Simon Dean's Comments
[News - 02/15/2017 - 08:39]
[News - 02/10/2017 - 02:47]
500 seems about right by ...
500 seems about right by Western standards to weed out some of the garbage. I was going to suggest Valve provide an appeals process for impoverished devs to have the fee waived, but that would soon be abused by the garbage-makers so Valve would quickly end up swamped. r n ...
[News - 06/07/2016 - 04:10]
Great article that echoes the ...
Great article that echoes the experience we 've had on Folk Tale during Early Access. Unlisted pages gets a thumbs up from us. Early Access reviews shouldn 't get counted post-launch, but are important from a consumer perspective. Unlisted store page with reviews disabled would be interesting.
[News - 05/31/2016 - 05:51]
Ouch, said the singleplayer desktop-only ...
Ouch, said the singleplayer desktop-only dev team as the screws tightened. I wonder what they 'll make the upgrade price from full 5 pro licenses to full 6 pro licenses. A 300 increase there and we 'll likely stick on 5.x or jump engine.
[Blog - 05/23/2016 - 02:02]
The criteria are too tight. ...
The criteria are too tight. While it might help UK/EU employment, it does not help all small UK-based game development companies that generate corporation tax receipts here. For example where most of the production is done outside the EU.
[Blog - 01/28/2016 - 08:05]
Coroutines are nice in theory, ...
Coroutines are nice in theory, but the allocations are killers in Unity. Using this approach on loads of objects will feed the GC way too much and could lead to CPU spikes and a plummeting frame rate each time it kicks in. Also, I thought using try..catch especially per frame ...