MindTheCube
9Jun/10

Intel Build of Asteroid Rally

Finishing up the updates to my older games, I have just put up an Intel build of Asteroid Rally. This makes the game run better on Intel-based Macs, which is almost every Mac sold from 2006 onwards. I also updated the contact information.

The original PowerPC build of Asteroid Rally is still available for older Macs.

Asteroid Rally is far from my best game but can be kind of mesmerizing to play it full-screen with the in-game music. Or, if you prefer your own music, I recommend picking something ambient. Enjoy!

8Jun/10

Intel Build of WordBeGone

I have just put up an Intel build of WordBeGone. This makes the game much more efficient on Intel-based Macs (almost every Mac sold from 2006 onwards.) Other minor changes:

  • removed the option for slow transitions (bo-oring!)
  • updated contact information

The original PPC build of WordBeGone is still available for download as well.

30May/10

Intel Build of Black Cube

An Intel build of Black Cube has been released. This makes the game much more efficient on Intel-based Macs (almost every Mac sold from 2006 onwards.) Other minor changes:

  • fixed a problem that could cause sounds not to play
  • updated contact information

The original PPC build of Black Cube is still available for older Macs.

3Mar/10

Black Cube Postmortem Available Once More

Back in 2002 I wrote a short postmortem analysis of my game Black Cube. For quite a while the uDevGames contest postmortems were unavailable at the iDevGames website, and even now some of the older ones are missing pictures or proper credits, but Black Cube's at least has been restored.

Even the incomplete articles can be worth a look. I remember learning for the first time about SWIG and using Python as a game scripting language from the Kiki the Nanobot postmortem. And fans of the Freeverse game Kill Monty might get a kick out of the Kill Dr. Cote postmortem. At a minimum, anyone entering a game development contest in the future might want to read a bunch of these to see the ways each developer handled the time pressure, and how the successful ones were able to reach the finish line with something resembling a fun and complete game. (Some success factors I've noticed over the years: teams with well-defined divisions of labor; passion for their game; scope control; and plenty of play-testing and feedback from the community.)

7Dec/02

Black Cube post-mortem at iDevGames

My post-mortem of Black Cube, an analysis of what went right and wrong during its development, is now up at iDevGames.