Rage

So being a big fan of Quake, Quake 3 Arena and Doom I was eager to get my hands on id Software latest game, Rage. Like most developers out there I’ve been impressed by John Carmack’s work and breakthroughs in gaming and computer graphics for years. When I first heard Rage was targeting 60FPS I got intrigued. Almost every game targets 30FPS and targeting twice as that leaves less time to render each frame, even more since they were promising vast wastelands, detailed characters, top notch animations and AI. ...

December 7, 2011 · 2 min · 316 words · David Amador

something new in the horizon...

So I’ve been out for quite some time, and this is just a quick update. First, I have tones of unread, thus answered emails on my inbox. I haven’t managed to go through that lately. I usually scroll to see if there’s a really urgent one, I will eventually read them all. I decided to quit my current job, my last day is October 31st. I couldn’t glimpse a very promising carrier there and I practically staggered learning-wise for the past months due to the type of work we develop so yeah, that’s it. ...

October 27, 2011 · 1 min · 165 words · David Amador

So what have I learned after eight months on the App Store

First of all I think this is my last idevblogaday post for a while. I my math doesn’t fail me this is my 10th post and it’s time for someone to take turn. Actually it’s just the 9th. I hope my words have somehow enriched your knowledge, in case you want to stick around just bookmark my feeds. I keep this fairly updated. Also since I’ve been working on a new game there’s probably news to share in the next 2-3 months. ...

June 24, 2011 · 4 min · 672 words · David Amador

Indie Summer Six Pack

So this is what we at Different Pixel, together with 5 other developers have been working on, the “Indie Summer Six Pack” Six indie titles for just $10 – or a stonking $5, if you first share the offer via Facebook. How can you say no to that? The games included are Aztaka, City Rain, Puzzlegeddon, Bob Came In Pieces, Vizati and Lylian.

June 3, 2011 · 1 min · 63 words · David Amador

Indie and day job, making it work

A large percentage of the indie developers have to work on their project at night and/or weekends. In order to pay the bills they have to maintain a day job. There’s no shame in that, many do it, I do it, not everyone can make a mega jump right into fame and fortune with a single project. The rest of us mere mortals have to gradually build a fan base, learn from past mistakes, do better PR, etc. Looking at successes like World of Goo, Braid, Trainyard, it all sounds so easy, everyone quickly makes such huge hype that it seems like they only have to finish the game and they are instantly rich. ...

May 13, 2011 · 4 min · 781 words · David Amador

Why cheap games are hurting gaming

This has been discussed on thousands of forums and people way smarter than me have given reasons why selling games at $0.99 on the App Store is the future and others why it will hurt gaming and developers. I’m giving my opinion as both a developer and a consumer. As a consumer As a consumer I feel like having thousands of games at that price and/or free makes me not appreciate any of them, there’s way too many and I usually get bothered easily. Now, note that this is a personal problem of mine since most people can still play hours and hours of those games even though they have dozens of them, but I’m pretty sure more feel the same. ...

May 7, 2011 · 3 min · 549 words · David Amador

starlog 14042011

Hum…some stuff happened lately, some I can’t go into detail right now others I can. I was talking with Rita the other days and she had this nice idea for an iPhone game. It’s one of those small concepts that may or not work but I liked the general idea, at least enough to start a small prototype. If everything turns out the way I plan (never is) it should be a 2-3 weeks project. ...

April 14, 2011 · 4 min · 667 words · David Amador

Blog new look

Spent a little time giving my blog a new look. It’s not that I didn’t like the old one but sometimes it was a bit of a mess, I’ve been getting many new readers so it was time for a cleaner look. My main concern was getting all code posts to be readable but I think they are class XPTO { public: XPTO(); }; Let me know if you find any errors, since I’m not going to dig up the whole blog finding errors =P Also feedback on the new layout is most appreciated. ...

March 22, 2011 · 2 min · 249 words · David Amador

So where is that motivation?

I follow a couple of dev blogs, some are game developers, others make websites or software. In the last couple of months I’ve been reading a lot of them complaining about lack of motivation to develop their idea of the lack of motivation for development in general. Happens to me too, heck it happens to everyone once in a while… It’s something that happens usually half way though or after you get the initial prototype running. Around one year ago (Feb 2010) when I started developing our first game it was all great, new stuff every day, things starting to work, replacing my crappy programmer art by Rita’s drawings. The real endurance was after we had a working demo, and the decision of actually finishing the game. ...

March 9, 2011 · 3 min · 527 words · David Amador

Wrapping up year 2010

So another year has come to an end, time to make plans for a new one and look back on what has been done. This was one crazy year, where I embraced indie development as my free time “hobby”. This picture illustrates my year very well, dark link is a bonus since my twitter handle is DJ_Link I’m tired, but happy and hoping that these were the first steps on something greater and bigger. Developing Vizati turned out a much more complex task that I imagined, making everything from the ground up, from engine to the actual game for 5 different platforms took me around 3x more time that I expected. Valuables lessons were learned so I’d be a fool to repeat those mistakes again. ...

December 31, 2010 · 3 min · 469 words · David Amador