As we finish up our remastering of "(I Fell in Love With) The Majesty of Colors," we've settled on our list of enhancements we're making in this version. Beyond making the game work on modern devices, here are the major changes you'll get when you purchase the ...
Tag archives: development
We have about 12 different sites or parts of sites that could have outages and two of us to manage them. Some of these have been up for years, and some are newer. Some applications require special installation or debugging, and some must be on differently-configured servers.
When one of those goes down, we both need to know how to diagnose and fix it as soon as possible. So how do we manage that?...
There are only two sure things in life when it comes to e-commerce: bugs and taxes. We dealt with both this past week.
As indie devs, we leverage a variety of services to keep track of keys we've given out, press we contact or want to contact, vendors we've talked to, customers we've interacted with, and fellow developers/artists/etc. we follow.
Here's our list:
- Highrise: a free-for-small-setups Customer Relationship Manager (CRM) in which we store customer, press, and vendor contacts and email discussions. Highrise was originally developed by the makers of Basecamp and Campfire, and still has that clean UX.
- Promoter: a free-for-tiny-setups system to track press mentions of your games.
- presskit(): a free, self-hosted PHP tool to create a presskit for your company and its games — descriptions, screenshots, videos, press quotes, awards, etc.
- distribute(): a free, centrally-hosted tool that houses game keys and provides an interface through which press can request them. Requests are vetted to ensure they aren't from randos, and shows the reach/audience size of the folks requesting keys.
All four of these services can talk to each other, but it's not always the clearest to figure out how. ...
Our tabletop roleplaying game is almost done. In "beta" and for most of its development, it had the working title LORE. However, with our vision for it solidified and the polish phase starting, it was time to pick a name that reflected what the game had become.
I present to ...