Dev Links: Now We’re Cooking

Today’s Developer Links include discussions on Nintendo’s eShop, luck and the left-digit effect.

Thoughts on Luck (Andy Moore, Radial Games)
“I think one of the best websites in the world is You Are Not So Smart (YANSS). They have an excellent series of long-form blog posts (and recently: a podcast) that delve into the intricacies of self-delusion and how the human brain works. I like to study how the brain works, and I am proud to say that many of my games have been designed with concepts from YANSS embedded in them. However, the biggest thing I take away from the content over there is what I think I’d call “self-help.” I’ve become happier and more productive, partially in thanks to that wonderful website. I’m sure there’s something you could take away from it too, so check it out. The most recent post on YANSS is one on Survivorship Bias. It is an excellent read, but within it there is an awesome section on Luck. I have a very negative reaction to the word Luck.”

Vlambeer News Roundup – May 2013 (Vlambeer)
“The month of May might have seemed like a relatively calm month from the outside, but we’ve been working pretty much around the clock for various reasons, all of them labeled ‘URGENT’ and ‘NEED THIS NOW’ in our mailboxes. LUFTRAUSERS will be shown at E3 (lots of work) and the game itself is pretty much done and ready for certification by Sony. We don’t know how long it’ll be stuck in cert, but we hope to have more clarity on when the game is releasing when it clears all of that red tape. When it does, LUFTRAUSERS will release simultaneously on PC, Mac, Linux, Playstation 3 and Playstation Vita.”

Nintendo’s new, relaxed restrictions for eShop indies (Joystiq)
“One rule that kept some indie developers off of WiiWare and DSiWare was that Nintendo required its developers to have a physical office space. That rule is “a thing of the past,” eShop business development manager Dan Adelman told Gamasutra. It was originally in place to make sure dev kits and confidential information was kept secure.”

Owlchemy Labs shares its formula to successful indie development (Joystiq)
“Alex Schwartz founded Owlchemy Labs in 2010, and since launch he’s built a team of six and has developed a steady stream of indie games across multiple platforms, including Snuggle Truck and the recent release Jack Lumber. He’s still in business, with more games on the way. The secret to Schwartz’s success is simple: Don’t expect your original IPs to make any money.”

Why I Want to Emulate an Octopus (Young Horses)
“When you work on something and fill it with love, you sacrifice pieces of yourself to your creation. Time, energy and hope are all slain on the altar of design and implementation. Octodad has put a lot of time into building something he doesn’t want to see disappear due to a misstep or thrown vase: his family. I feel the same way, sometimes, when I open the Octodad Editor and start building little worlds for him to exist in. If there is one trait Octodad seems to have, it’s confidence. He can stride through a room, flip tables and knock down grocery shelves without seeming to really care. Our game is a stealth game where the main character is wearing his disguise at all times and we encourage the player to go hog wild on the world around them. His confidence comes from the player and the need to keep up the charade.”

Play our new game Treasure Goblin (Lost Decade Games)
“Today we’re happy to announce our new game Treasure Goblin, also available on the Chrome Web Store! Treasure Goblin is a free, gamepad-enabled, side-scrolling platformer built in HTML5. Players control a nimble goblin who explores dangerous caves in search of treasure. The game features tight controls, procedurally generated levels, achievements, and of course, lots of treasure!”

Indie Gamer Chick has a New Writer and PC Coverage (Indie Gamer Chick)
“Indie Gamer Chick now has an Indie Gamer Guy. His name is Jerry Bonner. He will do PC reviews and editorials.”

The Left-Digit Effect: Why Games Prices End In .99 (The Psychological of Video Games)
“Why, when you saunter into a game store or navigate your favorite e-tailer, is everything priced $59.99, $29.99, or $19.99? More specifically, why do all those prices end in “.99?” Why not just be honest and price them at $60, $30, and $20? Retailers aren’t fooling anyone by pricing them one cent cheaper, are they?”


IndieGameMag - IGM