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I'm going to spend a week in Norway and then stop off in Iceland for 3 days. You've been warned. Looking forward to hanging out with Al Lowe again. As is customary, I expect a Lucas/Sierra fist fight. I also hope I get to meet John De Lancie. I really want to pick his brain about my Q Continuum theories. I'm sure he'll be fascinated and provide much-needed insight.
I’ve talked about how board game developers can get big on Twitter and use Facebook to its fullest potential. Now it’s time to talk about the prettiest social network on the internet: Instagram. Many marketers pass over Instagram because it’s not as easy to understand as Facebook and Twitter. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.
Introduction. The progress of last month was largely defined by stabilizing the 3D renderer with many smaller fixes, but work on the PRB side of things has begun and the GDNative system also saw some quality-of-life changes again, with improvements to the GDNativeLibrary resource as well as an API to provide safe type-casting in NativeScript. Roadmap.
I’m going to spend a week in Norway and then stop off in Iceland for 3 days. You’ve been warned. Looking forward to hanging out with Al Lowe again. As is customary, I expect a Lucas/Sierra fist fight. I also hope I get to meet John De Lancie. I really want to pick his brain about my Q Continuum theories. I’m sure he’ll be fascinated and provide much-needed insight.
It’s my Battle Royale game for introverts. Players parachute onto an island then scramble to find a nice quiet place to handout with a small group of close friends and chat.
I can’t help but wonder if how to keep indie dev from not working themselves to death has more to do with learning how to budget, scope and schedule. Thimbleweed Park (a kickstarted project) was around 6 months late and no one crunched beyond a weekend here and there. How did we do that? We scoped, budgeted and scheduled. We f *d up a lot of things, crunching was not one of them.
It's my Battle Royale game for introverts. Players parachute onto an island then scramble to find a nice quiet place to handout with a small group of close friends and chat.
I can't help but wonder if how to keep indie dev from not working themselves to death has more to do with learning how to budget, scope and schedule. Thimbleweed Park (a kickstarted project) was around 6 months late and no one crunched beyond a weekend here and there. How did we do that? We scoped, budgeted and scheduled. We f *d up a lot of things, crunching was not one of them.
I can't help but wonder if how to keep indie dev from not working themselves to death has more to do with learning how to budget, scope and schedule. Thimbleweed Park (a kickstarted project) was around 6 months late and no one crunched beyond a weekend here and there. How did we do that? We scoped, budgeted and scheduled. We f *d up a lot of things, crunching was not one of them.
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