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All responses Most smiled responses
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Thanks! I hope that when I release Infested Planet, you'll love it too.
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Probably not. I'm very focused on my current projects, so I don't intend to touch the games from '08 and '09.
To be honest, you're not missing much. The games that I ported to Mac are the best ones of the bunch. -
Aaaaaaaa! It's that question.
My official forecast has been downgraded to "When it's done". I know it sucks and I'd fire the guy responsible if it weren't me.
The game is turning out to be more work than I thought and I'm lazier than I anticipated. =P Right now I'm making the campaign and starting to test the game.
Overall, it feels like I'm wrapping things up, but I can't say where the finish line is. -
Probably the sheer scope of it all. This is turning out to be much more work than I anticipated. Making a polished game is hard and so is getting myself to do all the un-fun parts.
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Yes, but maybe not in a way that you think. I think my games are innovative enough within their genre. What bothers me is that I'm ultimately making the same strategy/puzzle type games that have been made for the last 25 years.
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I'll pick the doll option. At least that way I could use it to entertain bystanders.
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I use C++ with SDL+ OpenGL. I've thought about XNA, but the platform lock-in bothers me. I like to be able to make my games work on Macs.
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It's probably because they're being shot at and are trying to close the distance. Yes, I know that it's annoying.
I'll be fixing it in Infested Planet for sure. -
No, but I'll check it out.
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Well, I'm already forced to develop games in an old programming language - C++. Never worked in FORTRAN or Cobol, so I'll say Lisp - the language that still has more power than 99% of all others.
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I don't have strong feelings about it. The tuna, however, dislikes the situation quite a bit, I suspect.
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I worked at two different teams, over the course of 16 months. This was a part of a co-op university program.
The first team provided online functionality for multiple games - lobbies, chat and stuff like that. The second team was FIFA.
I did a mixture of UI in Flash, some build tools; nothing overly exciting. Unfortunately, I'm not big on sports games either. -
I don't, really. I'm a pretty science oriented person.
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There would have to be a brilliant game that needed multiplayer to work. Otherwise, I just don't see the benefit for a small indie.
Stats show that most people don't bother with multiplayer, unfortunately. It's better for me to work on things that make the most people happy. -
I think that you accomplish different types of things. Planned work provides structure. It makes sure you don't drop the ball on anything big. Unplanned work provides creativity.
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I actually see the opposite. There are more and more chances for games with good art direction to survive.
It used to be that games lived or died by their graphics engine. Now, there's more wiggle room for those who don't wish to participate in the arms race. -
asked by lisatw
Thanks! To be honest, the "scrawly" art style is more a consequence of my lacking art skills than anything else. I like the look for Swarm, but it's frustrating when that's the only thing you can pull off well.
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If I had to start over, I'd get a bioinformatics degree. I think that there's going to be exciting stuff happening in that area in the next few decades.
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That's tough - the reason roguelikes can get away with their maddening complexity is that there's little overhead to adding features. 3D art makes this much harder. In any case, isn't that a bit like Diablo? =)
I can't see myself making a game like that, but that might change.
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Alex Vostrov’s Bio
I'm on a quest to become the best game designer in the world.


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