You’ve read the Lasting Legacy announcement, seen some of the art, got an idea about the setting for the game, and you even know about the feelings we want players to experience. But what kind of game is Lasting Legacy exactly?
Lasting Legacy is a fairly unique game, so it doesn’t quite fit in any predetermined genre. The closest category would be single-player, turn-based simulation, although the simulation part in Lasting Legacy is very light (unlike something like Sim City or The Sims), and in that respect it’s more like a board game. So it’s more accurate to say that Lasting Legacy is a blend of simulation games and board games.
Intrigued? You’re in the right place. Read on. Continue reading
When I start working on a game, one of the first things I decide is how will the game make the player feel. Different designers have different ways of driving and focusing the design of their games: some will use a short elevator pitch, some will use key pieces of art, some will let the mechanics dictate the rest. I prefer to use the way I want players to feel to anchor the design, and I flesh out the rest of the game around it.
Once you have defined that feel, you can run every single design decision by it. Every game feature should support those feelings in some way, if not, they’re a good candidate to cut. And if some contradict them directly, you can veto them right away and not go down that path any further. Continue reading
Today I can finally announce the game Miguel and I have been working on for a while: Lasting Legacy.
You can read more about Lasting Legacy in the official web site. There isn’t a lot of information yet, but we wanted to announce it now so we can talk openly about it until release. We’ll definitely be revealing more information here over the upcoming weeks. Continue reading
Inspired by Jake Birkett‘s game dev income chart, I decided to dig out my own data and make a similar chart. I figured it would be a good way to start the year looking at a retrospective of my time as an independent developer.
Some interesting observations:
I made zero income in my first two years as as independent developer! I was supplementing my income writing a column for Game Developer Magazine, teaching classes, and doing some contracting. I even started interviewing thinking I would have to give up the indie life and go back to work for a company. I always tell new game developers to be ready not to make any money for a while for this reason.
- Flower Garden seems to have a reasonable tail in spite of minimal updates. Every so often I feel a bit guilty for not doing more with it, but even if I wanted to spend time on it, I can’t think of anything that would increase sales.
- Subterfuge is a blip in the radar. But what’s even worse, Subterfuge took 3.5 years to make, whereas Flower Garden was around 2 years (including all updates).
- The US tax system isn’t really set up for people with really spikey income like this.
- I need to make games more quickly.
Here’s to releasing a game in 2017 that is visible on that chart!
I’ve been wanting to write about the project that I’m working on at the moment, but unfortunately we haven’t been able to announce it this year, so that will have to wait until January. I could do one of those year retrospective lists, but to be honest, I haven’t played enough digital or physical games from 2016 to be very interesting or representative.
Instead, I’m going to try something a bit different. I want to highlight the games that have had the most influence on me as a game maker. Not the best games, not the most memorable games, not the most impressive games, but the ones that have directly influenced me and the games I’ve made. Continue reading