Thoughts on game difficulty
I’m currently working on the first free update for Astro Noughts. As such, the majority of my posts are likely to stem from issues/findings relating to that. This brings me…
I’m currently working on the first free update for Astro Noughts. As such, the majority of my posts are likely to stem from issues/findings relating to that. This brings me…
For my iDevBlogADay article this week, I’ve written a postmortem of my latest game Astro Noughts. I’m using the traditional format of 5 things that went right and 5 things…
Today is officially the first day of 2011, so Happy New Year! Today also marks my return to iDevBlogADay – a great way to start the new year. I was…
I’m eschewing the pursuit of useful information this week to instead bring you this frivolous post on coffee… enjoy. Coffee, like cooking and baking, seems to be synonymous with being…
We’ve all started work on games only to abandon them part the way through. There can be many reasons for this but for me it’s usually because they just aren’t…
I’ve been toying with the idea of a new version of Star Fusion for quite some time. It was the first iPhone game I created (over a year ago) and,…
To date I’ve designed, developed, and published a couple of iPhone games and am currently knee deep in a third, and as of this weekend a fourth. Whilst I don’t…
I’m going to make a sweeping, possibly inaccurate, generalisation. Modern games are highly derivative, boring, and predictable. They nearly always involve some form of shooting; be it people, robots, zombies,…
Last week a great blog post, followed by a seemingly innocuous tweet from @mysterycoconut, escalated into what is now known as iDevBlogADay. The concept is fairly straightforward; Every day a…