Project Empires introduces new challenges for us to develop. From world generation to diplomatic actions between empires. In this article, we go behind the scenes and look into what makes Project Empires tick.
This blog post describes our cash flow and budget document that we use at Clever Endeavour Games, and links to it as well. It includes instructions and things to consider when making this kind of document or using our template.
Today's post is my chance to air my frustrations with modern video game journalism, and what it means for someone who actually wants to study how the industry works.
For the past 2 years, I have been working on a game called Skirmish Line, inspired by the classic flash game: Mud and Blood 2. This is not a post-mortem about for the game, but rather a cautionary tale about developing games.
Strategy conflicting with luck. Risk and decisions battling for control. Relationships hanging in the balance. It is complicated, but that is the nature of love.
In January 2017, I quit my web application developer job to become a full time independent game developer, following nearly five years of development on my first game. This is my year-long story of hopes and failures.
Developers have always had an uneasy relationship with ads, on account of the potentially negative impact they can have on the player experience and retention. But could this frosty relationship finally be beginning to thaw?
Some claim there's no place for story in games. I'm going to make a bold claim and argue that all games tell a story, it's just that some games don't have a plot.
Putting a price on a years work is super hard! Let's explore some basic pricing stuff you should consider and think about.
The use of RNG or Random Number Generation is a mainstay of game design, and today, we're going to talk about how a little can go a long way towards changing your gameplay.