harshpla.net
Harsh Planet
http://www.harshpla.net/blogs/were-back
With Steve's side project, "Take Care of New Baby and Wife," stepping back from crunch status to maintenance mode, Harsh Planet development will pick up again! The conceit for the story is: "You have ventured down into a cave to seek a gem needed for a recipe. In the cave you meet a strange old man. He may have some ideas about where the gem is." This is the general guideline we had going into the setting. I don't want to go into too much detail about this demo since it will be another enclosed area that...
sharkbombs.com
Game Jam | Sharkbomb Studios
http://www.sharkbombs.com/tag/game-jam
Ludum Dare 29 and Me. May 1, 2014. February 17, 2015. So earlier this week the 29th installment. Happened. This time the theme turned out to be the wonderfully evocative Beneath the Surface. Joachim and me had been meaning to join in for over a year now, and this time we managed to actually do so. However not together. Joachim and his wife Mel joined the jam, which gave them 72 hours to build a game with a team. Their little piece is called Mars Station 23. Lying around. This meant that this was a do...
sharkbombs.com
Ludum Dare 29 and Me | Sharkbomb Studios
http://www.sharkbombs.com/2014/05/01/ludum-dare-29-and-me
Ludum Dare 29 and Me. May 1, 2014. February 17, 2015. So earlier this week the 29th installment. Happened. This time the theme turned out to be the wonderfully evocative Beneath the Surface. Joachim and me had been meaning to join in for over a year now, and this time we managed to actually do so. However not together. Joachim and his wife Mel joined the jam, which gave them 72 hours to build a game with a team. Their little piece is called Mars Station 23. Lying around. This meant that this was a do...
blog.radiator.debacle.us
Radiator Blog: October 2014
http://www.blog.radiator.debacle.us/2014_10_01_archive.html
Tuesday, October 28, 2014. On branching dialog editors and narrative design tools. I was prototyping a game concept with branching dialogs for conversations and/or CYOA story events, so I started looking at various solutions on the Unity Asset Store. Dialoguer. Looked the most decent, but generally all of them just made too many assumptions or enforced bad workflows, and seemed to ignore what made Twine. So Ive decided to make Bramble, my own editor plug-in and system for Unity! Thursday, October 23, 2014.
harshpla.net
Harsh Planet
http://www.harshpla.net/blogs/real-life-and-game-development
Real Life and Game Development. As you may have known, faithful, wonderful and forgiving reader, we were planning on having this new demo done In three (3) days. Life happened. Steve is having less time than he estimated with the new baby. I guess the lesson here is kids seem to always surprise you. If we set another deadline any time in November, slap me because I'll be doing what Steve is doing now! So why couldn't I just pick up the slack? You can talk to a man in a cave. So that's a step.
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