An introduction to videogame monetization and the different strategies available to developers: retail and free-to-play.
Workaholics aren't heroes. They don't save the day, they just use it up. The real hero is home because she figured out a faster way. — Jason Fried, REWORK
My friend, Jorge Palacios (@pctroll), just released his first gamedev book on how to develop a brick-breaker clone in HTML5, using Phaser. In his own words: It is the result of teaching game development at a local institute that focuses on learning by doing. The book is bundled with all the necessary assets and well-commented source… Continue reading HTML5 Brick-breaker game with Phaser
I dedicated some time to update this blog, as I left it unattended for a couple of months. Visually, I modified the CSS of the theme (Editor) to fix some nuances that bothered me; there are still more around, but I've dealt with the main ones. I like this theme but, honestly, what kind of sicko… Continue reading Refactoring the blog
[By Yōko Sano, 1977] Once, there was a cat who lived for a million years. He died a million times. He lived a million times. He was truly a splendid tabby-cat. A million people loved him, and a million people cried when he died. But never once did the cat cry. Once, the cat belonged… Continue reading The cat who lived a million times
A few years ago I played Scribblenauts Unlimited, created by 5th Cell, and it was a let-down, at least for me. When I first played the original Scribblenauts for the Nintendo DS, I thought it was an amazing game. Years later I bought Unlimited, hoping to be playing an astonishing game. I must admit the game is… Continue reading Scribblenauts unUnlimited