Badass Frog postmortem – the ‘meh’ factor
After my LD #11 ‘Minimalist’ entry was voted “most innovative” game, I’ve been trying to pride myself as “that guy that makes innovative games”. So I thought long and hard about the theme for LD #13, “Roads”, trying to come up with something innovative. But the creative juices just weren’t flowing, and it didn’t happen (I’d also just bought Shaun White Snowboarding: Road Trip for Wii, which was taking time away from ‘designing time’). After 12 hours, with no good ideas for a game I was actually enthused about making, I decided to make a simple Frogger clone – at least this way I could hone my Processing skills, and learn the ins-and-outs of Mobile Processing.
Some thoughts about developing for mobile devices
Turns out there is a whole “other world” of mobile development that I just hadn’t really thought all that hard about. Continue reading… bewirkt viagra
Here’s an interesting breakdown by indie developer Niklas Wahrman about the development process for his game Astrorope. cialis 10 mg daily dose
It’s a bit like a “Swedish” tunnel running game crossed with CluClu Land. What’s most interesting to me is how the game was effectively ported between languages and platforms twice before the final product emerged … first written in C#, then ported to the Android Java SDK, before finally jumping on the iPhone bandwagon. I also like the discussion about keeping productive through ‘ritual’ … get up early, drink water, eat healthy, execrise, don’t overwork and take a break if you become unproductive. Good Ludum Dare advice :).
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