Dev Pile: Not Showing My Cards
It’s important to have a plan.
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https://press.invincible.ink/dev-pile-2025-42-not-showing-my-cards/
Dev Pile: Not Showing My Cards
It’s important to have a plan.
[…]
https://press.invincible.ink/dev-pile-2025-42-not-showing-my-cards/
Dev Pile: Reflecting on Your Big Stupid Mistakes You Bozo
The Game Development I do is deliberately done with an eye towards reflective behaviour. I try to make things and then think about what I was thinking about when I made them. The purpose is to try and find why I made the decisions I made and what value that has to you, a person I am now sharing it with, as a form of encouragement, as a guide to what to do, and also, as entertainment. Right? It’s fun to read what designers think.
Well, I hope it is.
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https://press.invincible.ink/dev-pile-2025-38-reflecting-on-your-big-stupid-mistakes-you-bozo/
Dev Pile: Lysen Co Diary update
Hey, remember that case study on Lysen Co? Turns out that you don’t get everything right on the first draft and what I’ve been working on this week has largely been stuff about addressing holes and expanding what’s missing from that. This is going to be some repeated text from previous posts, but this is also trying to expand the plain language explainer. Bit of a long one here!
This is all stuff that’s been partially made and will be given a header. Since this is meant to be a document for printing and not a webpage, there’s going to be some weirdness like ‘(cite)’ and URLs in-line text.
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https://press.invincible.ink/dev-pile-2025-35-lysen-co-diary-update/
Dev Pile: Moonshiners Faces
The aim for this week is to construct the digital components that are necessary for making a printable prototype of Moonshiners. The aim is to have something so that in about a week I can print-out and play with a version with other humans that let me see how the basic ideas work out.
Content Warning: This post is going to feature Image Generator material. I made it using a free website called Dezgo, and it’s done to have example objects. I didn’t pay anyone for these images.
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https://press.invincible.ink/dev-pile-2025-33-moonshiners-faces/
Dev Pile: Contemplating The Crush Depth
Something I’m trying to do with the ongoing diarising of game development is to consider games in terms not just of a narrative thread of X to Y to Z, but rather in terms of the pieces that go in. I want to open the box of the game and pull out everything that’s in there, but also crucially, pull out what’s not in there.
‘That sounds like nonsense,’ yes but don’t worry, we’ll get there.
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https://press.invincible.ink/dev-pile-2025-30-contemplating-the-crush-depth/
Dev Pile: Playing with Numbers
Right now, as I speak, I am a little ill. Since it’s hard to think I figured I’d take the time to talk about some subject material in game development I consider to be pretty easy to grapple with and useful to bear in mind. In this case, it’s the specific importance of some basic ways numbers work.
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https://press.invincible.ink/dev-pile-2025-29-playing-with-numbers/
Dev Pile: How Did I Make Lysen Co?, Part 5
This is the last piece of reflective writing on making Lysen Co. This is the plain text writing that will be formalised into academic language and given proper citations to become a case study in my PhD.
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https://press.invincible.ink/dev-pile-2025-27-how-did-i-make-lysen-co-part-5/ #DevPile2025 #LysenCo #MoonshinersDev Pile: How Did I Make Lysen Co?, Part 4
Hey here’s more of the plain-text case study of Lysen Co.
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Dev Pile: How Did I Make Lysen Co?, Part 3
This is some more text from the case study for Lysen Co; this is the plain language description of the text that, once I’ve got it all out in the case study document, I can go through and fancy up and attach citations to.
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https://press.invincible.ink/dev-pile-2025-25-thick-description-for-lysen-co/
Dev Pile: How Did I Make Lysen Co?, Part 2
Hey here’s more plain texting for my Lysen Co case study. It’s late and I’m sleepy.
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https://press.invincible.ink/dev-pile-2025-24-how-did-i-make-lysen-co-part-2/