Post by: Joshua Buergel and Grant Rodiek
Next Thursday, June 25th, a week from today, Hocus will go live on Kickstarter. We've been more or less ready for a few weeks now, with only a few tweaks to our Kickstarter page here and there per feedback.
and Joshua Buergel
A large part of our efforts the past year, beyond designing and developing Hocus, have been spent figuring out how we want to conduct business. For our first game, we’ve decided to use Kickstarter.
Josh is crunching at work, so I'll be writing solo today. That means fewer mean comments, but, I'm sure you'll survive. Josh and I wanted to write briefly about the cool stuff you can expect from us in 2015.
Oh look! A blog post. That's correct, I'm not dead. Just busy. We're damn near finished with The Sims 4 at work, which should return some free time to me, and my personal life will hopefully settle down.
This is a long, very personal, and in parts, difficult post that's taken me a few days to write and edit. Bear with me!
I noted the other morning on Twitter that one of the more difficult skills I've learned as a designer is when to recognize good isn't good enough.
We could discuss every problem in every version of the game, but we think it best if we focus on the problems we identified and how we fixed them, roughly chronologically, for Hocus Poker as it exists today.
I don't sit idly well. It drives my girlfriend positively batty and I'm sure my boss will soon fill my yearly review with comments to this regard. I stay busy, often for good, sometimes for ill.
I'm not letting myself touch Wozzle, at least not the version people are testing for us.
To celebrate Labor Day 2013, I thought it'd be fun to share and link to some of my favorite interviews, guest columns, and posts over the past few years. You might have missed them! Enjoy and tell me what you liked.
Policy by: Grant Rodiek
If you create a blog that has more than 3 readers, you start receiving monthly emails from this really shady advertising company that wants to pay you $40 yearly to post full page ads about Disney Cruises and such.
I've just had a flurry of what I think are good ideas for Blockade. If you've played the game, please read this because I want your input. The first idea is simple, but it led to a bigger idea. The idea is to allow for synced, focused fire.