Every month I’ll be bringing you details on the inner workings of the blog, warts and all. Here’s January’s recap…
January saw a total of 8 new blog posts, most of which came from the contributors that I found following my outreach Tweet in December. You can check out who they are on the brand contributors page. In addition to those posts there were several interviews with the developers behind the games Santria, Bit.Saw & Vacuous.
Here’s a list of the January posts just in case you missed them. Continue ReadingRead More »
I am Agent 47, tasked with infiltrating and eliminating Viktor Novikov and Dalia Margolis, ringleaders of the international spy organization IAGO. I walk through the main entrance into Palais de Walewska as guests and staff alike compliment my suit. Someone says I look remarkably like Helmut Kruger, the star of today’s fashion show. I turn right, right, left, and enter the first bathroom. There will be an invitation by the sink- an invitation that will allow me upstairs as a guest of the auction. I hide my silenced pistol in the trashcan and head through the garden to the back entrance.
A security guard asks for an invitation. I show him the one from the bathroom. Two right turns and another set of stairs. Left and I get frisked. “Just standard procedure” the guard says and thanks me for my cooperation, my gun safely hidden away. Left, two doors, and there’s the auction. A circle of chairs filled with suits, an auctioneer announces the next invaluable piece of information for sale. I find my seat. A woman will walk over and say we’ve never met. I will introduce myself as Mr. Rieper, and chuckle at the joke because I know I’m going to kill her. Continue ReadingRead More »
On Friday, Valve, the company behind the Steam platform, announced that their current Greenlight program will be discontinued and replaced by a new, stricter, fee-based system – namely “Steam Direct”. The announcement comes less than five years since the launch of Greenlight which has allowed indie devs to publish their new titles to an enormous user base following a successful voting period.
Many see the current, and soon to be extinct, system as nothing more than a popularity contest with those devs already backed by a strong following able to get “Greenlit” with relative ease. However, the news won’t be popular to all with the potential new fees ranging between $100 – $5000 per title (exact details TBC) – meaning many solo devs look as though they could be priced out of any future Steam releases without a considerable budget.
In addition to the higher fees, Valve intend to introduce a more stringent application process but still aren’t looking to implement the quality control standards to prevent a mass of poor quality games making it onto their platform. Surprising, given that this move is an attempt to remedy the quality issue… Continue ReadingRead More »
We’ve arrived in 2017 with much to look forward to in the development of our much loved software, GameMaker Studio. 2016 saw the release of GMS2 and the community has taken to it rather well, with games starting to take shape to show off what the new software is capable of.
Last year also saw the revival of this blog, which is what this post is really about. I wanted to reflect on the last couple of months of 2016, provide some facts & figures and begin a series of regular posts to show you the progress with the blog and be totally transparent about the goings on behind the scenes. After all, this blog is here for you, the community. Continue ReadingRead More »
Today YoYo Games have announced the much anticipated release of the Mobile, Web(HTML5) and UWP. The latest products in the all-new GameMaker Studio 2 series.
It comes just two months after the original release of the GMS2 open beta and could prove as the catalyst for a tidal wave of sales – as many users held onto their copies of GM:S 1.4 and its beloved export modules to reach as many platforms as possible with their games.
We’re pleased to see that the original prospective fees haven’t changed either. The current upgrade paths & prices are shown below: Continue ReadingRead More »
A truly addictive but equally frustrating game, Vacuous is a minimalistic action/puzzle game for Windows PC. Featuring an original soundtrack by ZABIE. The game is available right now over on itch.io for just $5.
The main aim of the game is to use thrusters to make fragile bombs dance through obstacles, whilst suffering the consequences of physics. Each stage throws up increasingly challenging obstacles to maneuver your bomb through in order to blow up mind control machines in an attempt to save the galaxy.
Vacuous is the creation of @JMRante whose inspiration for getting into game development comes from the video game classic, Super Mario 64. To find out more about him and how Vacuous came to be, continue reading below for my recent interview with him. Continue ReadingRead More »
Bit.Saw is a rage puzzle platformer by @shubshub11 that involves flipping the gravity to collect the squares (which are called “Bits”). In doing so it builds the doorway to the next level, each level is of increasing difficulty and it is sure to make you want to rip your hair out! The full version of the game contains 24 Levels which can take anywhere from 20 Seconds to 20 Minutes to beat depending on your skill level and sanity.
I played the Android version which was really great fun and I’d have probably ripped my hair out (if I had any) on level 8 when I thought the game was getting easier, only to have to get past all those lasers again!!!
If you’d like to hear more about the inspiration behind the game and find out more about the developer then continue reading below. Continue ReadingRead More »
Have you ever wondered what goes on behind the scenes throughout an indie game’s development cycle? In this ongoing devlog series for my upcoming game Missile Cards, I’m peeling back the curtain to share my processes, thoughts, tips, and experiences as I develop and launching a small commercial game on Steam using GameMaker Studio.
In this first installment, I briefly explore how I got started making Missile Cards, cover the concept of a “minimum viable product”, and discuss the importance of keeping your scope narrow when trying out experimental game concepts you aim to sell.Read More »