I wrote a document here with notes on the game and constraints on the story etc. if anyone are curious: https://docs.google.com/document/d/1CKcGnPLnfHGxi0pyKxHDrLmh8uV268Vc9CMzv9Gc9Pc/edit?usp=sharing
New EU rules might put a dampener on crunch culture. It's hard to predict how much this will affect, but it's a step in the right direction.
@Android_JH@twitter.com We decided not to do cross buy for the base game because of the two reasons: first of all, it is a new platform and porting the game took a significant amount of time and resources. Second, we think it would be unfair for Oculus users who bought the game on Steam. [1/2]
Related: Unity's "pay to own" clause which I have not succeeded getting into the license itself but which is - as far as I'm aware - still honored. Worth knowing about. https://blogs.unity3d.com/2016/06/05/subscription-why/
Just a normal day under the Software as a Service paradigm.
I just got an email from @Adobe@twitter.com that I'm no longer allowed to use the software that I'm paying for. Time to cancel my subscription I guess.
After putting together a collection of every game he's ever made, we asked @email@example.com to talk us through the highs and lows of 30+ years as a game designer:
Also, I can really recommend @firstname.lastname@example.org's series "Designing for Disability": https://www.youtube.com/playlist?list=PLc38fcMFcV_vvWOhMDriBlVocTZ8mKQzR
Here's a good nuanced article on some of these topics: https://twitter.com/cherryrae/status/1114297289952993280 I also want to thank
@email@example.com for discussing some of these ideas with me and others.
Indie developer, procedural generation enthusiast, programmer at Unity. Currently making http://eyeofthetemple.com
Game development! Discussions about game development and related fields, and/or by game developers and related professions.