The hard way is the right way

Do you know that the harder thing to do and the right thing to do are usually the same thing? Nothing that has meaning is easy. Michael Caine as Robert Spritzel, The Weather Man Super Space Galaxy is no ordinary space shooter. Instead of making a more normal vertical-scrolling game, I decided to give itContinue reading “The hard way is the right way”

Cut that frog

When you’re a busy game developer, time management becomes a necessity. In any given week I’d like to be implementing new features in Super Space Galaxy, bug-fixing, working with musicians, marketing the game, and plenty else, on top of still having a day job. I even have a taxes thing I’d like to get doneContinue reading “Cut that frog”

Zak McKracken and the flagging energy level

As someone with a day job and a game I’m building in my spare time, it can be hard to prioritize things. It’s tempting to say, ignore the washing-up for a few days and try to spend the time focusing on programming Super Space Galaxy instead. Sometimes after work I’m too tired to do muchContinue reading “Zak McKracken and the flagging energy level”

Nobody cares how hard you work

In the vein of ‘It’s fine so long as…‘, I wanted to share another guiding principle of mine that often goes overlooked: Nobody cares how hard you work. This applies to many things, but it certainly applies to the making of a game like Super Space Galaxy. The game has already taken more than twoContinue reading “Nobody cares how hard you work”

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It’s fine so long as…

One of the ideas I now have a healthy dread of goes something like this: ‘It’s fine so long as you do it right.’ The corollary to this is, of course, ‘If you do it wrong, something bad will happen.’ This is a common excuse when making buggy or unintuitive software and you may hearContinue reading “It’s fine so long as…”

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