Category Archives: philosophy

Work blocks: Their causes and remedies

I listen to the Merlin Mann podcast Back To Work. One topic was Getting Unstuck (time 1:18:00 to 1:20:15). I recognized some areas where I’ve made progress. Let me show you them. Too many options I list options on paper … Continue reading

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Rejected Elaborations

Rejecting features is a vital phase of the game development process. Skip it and you risk the all-too-common failure mode of Overwhelming Complexity. While THE OCTOBER GAME has grown in scope, there were plenty of features I deliberately didn’t include. … Continue reading

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The Game Deadline Problem, part 2

The deadline problem is, unless a project has a hard limit (like a fixed budget or a client milestone) or a willingness to halt work, it’s pointless to even call it a deadline. And a due date is more a … Continue reading

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High Hanging Fruit

Making THE OCTOBER GAME: The Kzinti school of problem-solving As a noob developer, I don’t always know when to tackle a difficult area immediately or wait and let my subconscious chew on it for a while. From what I learned … Continue reading

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Search Your Feelings Luke

Making THE OCTOBER GAME: Facing the Uncomfortable Late in the first week of December, it felt like The October Game was in the last stages. Having the game come out before Christmas didn’t seem too unreasonable. App submission had to … Continue reading

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Fear is the Mind Killer

Making THE OCTOBER GAME: A Handy List of Fears to Ignore …when creating your very first commercial game. Say them out loud. My game will: be too simple have crude artwork have lame music be too small get bad reviews … Continue reading

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If you love NSDictionary so much, why don’t you marry it?

Making THE OCTOBER GAME: The Autodidact’s Problem Early on, after I’d decided on a career involving computer technology, I decided the best way for me to learn was not in a classroom, but on my own. This decision has served … Continue reading

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No time to get side tracked

Making THE OCTOBER GAME: Yak Shaving* For a game with such a short development cycle, every day counts. If fact, that’s precisely why I chose to make a game for sale within a month. Without a deadline, it’s very easy … Continue reading

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Avoiding the research trap

Making THE OCTOBER GAME: Research I’m making a casual game and it’s gonna have frogs. My first instinct is to do some research. Here’s a pretty good book about frogs with lots a pictures and some good facts: 300 Frogs: … Continue reading

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iPhone App idea count = 47

Total worth, just under 40 cents.

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