Sunday, September 22, 2013

A Currency-Based System Proposal

It's been a productive couple days so far, and I've managed to draft out localization notes, propose an animation system, review a proposal for our score and ranking system, and take care of a few other odds and ends. Mew is also hard at work assisting me, as you can see. While he technically reduces my typing capability, his keen insights on currency exchange arbitrage are invaluable.

The main win right now is that I've made a proposal for a Currency-Based system. Ironically, I really hope this proposal is defeated because I'd really like for us to eliminate currencies from the game altogether. They just feel... inappropriate for our setting.

Anyway, I don't have much time for real blogging so here's another copy and paste. This time it's a little tidbit on managing prices for hard currencies. Maybe you'll find it interesting... Who knows!

Saturday, September 21, 2013

Distractions and Design Documents


I have a bunch of work to do by Tuesday, but it's been nice to have the occasional distraction. 

For instance, the moment Fixer Studios' new company card arrived it was nabbed by Mr. Mew, our corporate fat cat. Something about "a trip to Reno in the company jet and two pounds of catnip..." Fiscally responsible policies don't let your cat take the card for the weekend.

Friday, September 20, 2013

Freemium Monetization Systems: Or, A Copy & Paste of What I'm Writing Right Now


"Think of in-game sales like drugs… they can produce a high followed by a hangover, and if used habitually they become a habit you can’t break without a scene from Trainspotting." - from Fixer Studios TOP SECRET Business Models document.

Thursday, September 19, 2013

Now You're a Hobo... Er, "Indie Developer"

Three months ago I left the world of big game development to take hold of an opportunity. You see, while I have a few skills in production, design and whatnot, the best I really have to offer is the quality of people I have the blessing to know. As chance would have it, several of my most talented former colleagues and friends had the summer off at the same time. We could get together and build a deck, paint a house, tune a hot rod... or we could found a company and make a game that we'd never be able to make anywhere else.