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So here we are at the last part of a four-part mini-series in which Dave Toulouse, indie developer of games like Golemizer and Star Corsairs, and I have attempted to make a working mobile MMO. I started the series with the hopes of fostering discussion over design as well, and we have gotten some...

February 24th 2012 at 10:00am 0 Comments
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Last week we continued our discussion about how to make a mobile game, and the Massively readers offered up some great input. I wish I had the space to write up every single comment, but instead I will pick some of my favorites and we can discuss it from there. Unfortunately, real life has pushed...

February 17th 2012 at 12:00pm 0 Comments
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Last week I started working with Dave Toulouse, indie developer of Golemizer and Star Corsairs, to build our very own mobile MMO. For the sake of completing the project within the month of February, we kept our game designs simple and easy for anyone to play. The idea was not to create a state-of...

February 10th 2012 at 12:00pm 0 Comments
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I thoroughly enjoy reading your comments, especially when the discussion turns to game design or suggestions for development. I decided it was high time that I sat down and experienced, even if just a little, how the design process goes. I've had plenty of peeks at different studios, but I wanted...

February 3rd 2012 at 9:00pm 0 Comments
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Indie developer Machine 22 is at it again. Following the 2006 release of Golemizer, the one-man studio has now released Star Corsairs, a sci-fi title focusing on real-time starship battles. Players can explore the depths of outer-space, craft upgrades for their starships, do battle with alien s...

October 17th 2011 at 4:00pm 0 Comments
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Ah, the life of the indie developer: long nights followed by more long days followed by long weekends, slugging through mountains of code to find tiny errors that break entire worlds... it would seem like a thankless job. It's ironic that many wanna-be designers and armchair developers often pict...

March 16th 2011 at 8:00pm 0 Comments