On some level (ha!– pun!) you’re either a considering, budding, struggling, or conflicted indie developer, and it’s WAY TOO EASY to listen to the voices that tell you can can’t/shouldn’t… Famitracker is a tough nut to crack, but oh so worth the effort in the end. *Chef’s kiss* The following are notes taken on the design principles created by Dan Taylor, delivered in his GDC presentation in 2013. Every budding indie-dev, (myself included) says, “I want to make a game.” However, without a canvas and the limitations it imposes, you’ll be uncertain where to start, you’ll be subjected to endless scope creep, and be much more unsure of your overall targeted end point.Game Development? You Can Do It! …But Please Balance Your Meters.
Music Update: Famitracker Progress
Ten Principles of Good Level Design
Limitations: Empowering Your Game Development & Giving You Peace of Mind