Browsing the archives for the Game Design category

SteamBirds in the Media

Since it launched back on March 2nd, SteamBirds has been getting attention from just about all the blogs in my feedreader. Because I’ve already lost track of a few, I thought I’d list a few of the quotes I’ve pulled! The first to mention it was of course Dan Cook @ Lost Garden. I hear [...]

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SteamBirds Sells!

I guess saying “Steambirds Sells” is a bit of a misnomer, but “has been licensed!” doesn’t sound as cool. Last Wednesday SteamBirds went live on ArmorGames.com! Click here to play it. I’ll make a retrospective post with sale details and game performance in a week or two, but right now the game is doing very [...]

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Bayesian Ratings: Your Salvation for User-Generated Content

I’ve been meaning to write this article for about 6 months now, and it’s about time I got it off my chest. I’ll preface this by saying I don’t “know the lingo” of statistics and might get a few phrasings incorrect, but the article should otherwise stand on it’s own. The Problem Protonaut is a [...]

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Comparing Open vs. Closed Development

Open Development Open Development is a practice where, in game design, many builds are presented to the end-user throughout the design stage (well before beta or even alpha stages), and typically a forum or blog feedback system is in place for discussion and inclusion of the public. The idea is to get feedback very early [...]

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Blog Relocation: Complete

Finally! Got my blog moved over to my own domain. My old blogger account can now die. Farewell, Aught Nine; it was nice while it lasted, but it could only last a year. I’ll be working on making this site themed up nicely and have some links to my games. For now, why don’t you [...]

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The End of Aught Nine

Well, the year has come to a close. I started this blog knowing it would only last a year — but don’t worry! I’ll be firing up a proper blog on my own website (andymoore.ca) soon. I’ll make another post here to announce it, and I’ll see about exporting these posts there. Protonaut is an [...]

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Protonaut gets Goombas

Protonaut has gotten universal praise on one thing, and one thing only: Shooting. There isn’t much to shoot in the game, and the feature is one almost stripped several times throughout development – but it’s hard to scrap the one feature that makes people squeal with delight. With some recent upgrades to the sound files, [...]

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Signposts: New feature on Probation

Protonaut seriously needs a tutorial overhaul, and I’ve been thinking about how to best accomplish this. I originally envisioned putting “signposts” in the game, with static text on them – then the tutorial would be one big level with a lot of help along the way. Before I had a chance to put in the [...]

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Protonaut Beta Launch: A Retrospective

It’s been nearly a month since launch, and it’s time for a retrospective on Protonaut! First up, I should explain away my absence for the last 30-odd days. I’d like to say I’m busy attending GDC and other business stuffs (which is partially true), but the actual reason has been crushing disappointment. I really shouldn’t [...]

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Protonaut: LAUNCH!

That’s right, after months of hard work Protonaut is finally LIVE! We’ve decided to launch the game in a sort-of open-beta format so we can continue improving it and adding features as we get more and more feedback. We have a lot of big updates and features planned in the future and we fully expect [...]

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