Unity 3D: Now in TWO Dimensions!
Posted by Rampant Coyote on November 14, 2013
It’s kinda funny how Unity 3D has now made such an effort to support 2D gaming. But this week, 4.3 released, with a whole bunch of 2D tools in an ongoing effort to make the engine more universally useful to game developers – particularly the indies. Here are the changes for Unity 4.3 It’s a […]
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Good to be back home
Posted by Rampant Coyote on October 10, 2013
I’ve been home from my trip for a few days. I’m really, really glad to be back home. How glad? Well, let’s talk about where I was last week. One week ago today, I found myself sitting in a 4-wheeled vehicle on the opposite side of the Earth flanked by an armed police escort, racing […]
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Deathfire – New Screenshots and Reasons for Optimism
Posted by Rampant Coyote on October 7, 2013
Wow, way to go, Guido. Way to pressure me into stepping it up a notch… 🙂 Seriously, guys. Deathfire: Ruins of Nethermore sounds like it’s pretty close to head-to-head competition with my game – we are going after exactly the same audience, IMO. And you know what? I hope he sells a million copies. I […]
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Guest Post – Frayed Knights: The Skull of S’makh-Daon Testing Snark
Posted by Rampant Coyote on October 4, 2013
Today, if all goes well, I’ll be on my way back to the United States, after a somewhat eventful trip to Bangladesh on business of the day-job variety. It’s been weird being in a completely opposite time zone – 5 AM in Bangladesh has been 5 PM in Salt Lake City. Weird. Anyway, to finish […]
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Guest post: Tides and Trends in Video Game Crowd-Funding
Posted by Rampant Coyote on September 23, 2013
And now, the moment you’ve all been waiting for – someone other than ME! While I’m off on business in Asia, some brave folks have offered a few thoughts to share here on Tales of the Rampant Coyote. Today, it’s an offering by Lee, aka Leewelo. This is more of a list of several observations […]
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Guest Posts Wanted
Posted by Rampant Coyote on September 3, 2013
Looks like I am heading to Asia again on the 20th, for about 3 weeks. I don’t know what my Internet access will be like during that time, other than that the hotel is supposed to have “Wifi.” Wifi to a dial-up AFAIK. Anyway, I plan to queue up some articles for those three weeks […]
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Game Dev: Hitting the Brick Wall
Posted by Rampant Coyote on August 22, 2013
I have met a few people in my career who seem to have the magical ability to “do it all.” They can code. They can design. They can draw. They can write. They can do sound design. They are the jacks of all trades, and IMO ideally suited to the indie scene. They didn’t get […]
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The Xbox One Promises to Allow Indie Self-Publishing
Posted by Rampant Coyote on July 25, 2013
This really shouldn’t be news. It’s kinda sad that it is, and represents a reversal of Microsoft’s previous position (along with many other changes to the Xbox One since their E3 unveiling). Really, it just takes us back to where we’ve been with the 360. But that is, and was, a pretty good thing… Xbox […]
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Sharks… Tornado… Sharknado…
Posted by Rampant Coyote on July 11, 2013
It sounds like some filmmaker for SyFy has the soul (and budget) of an indie game dev. “Here’s $50 grand and the phone number to my nephew, who has a fledgling CGI studio. Make us a horror movie!” I guess when you get into that situation you can either make the best movie possible under […]
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What Does DRM Mean to You?
Posted by Rampant Coyote on June 21, 2013
So when you are talking about “Digital Rights Management,” DRM, the sort of thing that used to be called “copy protection,” there are a lot of arguments out there. While there are “book answers” out there, I’m more curious as to what you guys think / feel. The whole DRM thing (which has been brought […]
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The Penny Arcade Report Tells It Like It Is: Buy Direct From Developers!
Posted by Rampant Coyote on June 9, 2013
It’s howling against the hurricane, but it’s something… The PA Report: Want to support your favorite developers? Ditch Steam and buy direct It seems to me that the indie devs of the world could benefit from an open-source app that provides the benefits of something like Steam or Desura which any game could link into. […]
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An Old-School Dungeon Mapping Tool?
Posted by Rampant Coyote on June 6, 2013
In the modern era, in-game “automatic” mapping in RPGs is pretty much a given (no matter how much of a pain they might be to implement on the developer’s side… *grin*). But in older RPGs, prior to around the mid-90s, they were far more rare and of very limited utility. You were expected to play […]
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Hell-weeks and the Game Dev Habit
Posted by Rampant Coyote on May 27, 2013
First of all, I need to apologize for not having a post on Friday. While I was expecting last week – when I was on the road in France – to be extremely busy, I sill managed to underestimate it somewhat. I guess the combination of crunch-mode hours plus jet leg plus the effort of […]
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Guest Post: The Grinding Issue
Posted by Rampant Coyote on April 23, 2013
This is a guest post by a friend, fellow indie dev, and a guy I’ve been in the trenches of “mainstream” game development with, Curtis Mirci. He is the creator of the silly, simple fun shooter-with-RPG-elements March to the Moon, an upcoming educational title with RPG elements, and the upcoming game “Siphon Spirit” which is […]
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The Ratings Game of Rating Games
Posted by Rampant Coyote on April 22, 2013
Ye olde day job has me once more on the road, although this time still in the U.S. Hopefully this time my trip to Savannah, Georgia will be a little more relaxed – 16-hour workdays last time got to be a little much, and I wasn’t QUITE as prepared with the blog posts as I […]
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Analyzing Wing Commander
Posted by Rampant Coyote on March 4, 2013
When I was a kid, first learning to program games on the Commodore 64, I used to dream about making a 3D space combat game. I was in love with Star Wars (what geeky kid wasn’t?), and I really wanted to make a game (or games) where I got to be in the pilot seat […]
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