One of the things I’ve always been keen to try out in The Swindle is the idea that you can come back to the levels over and over. I didn’t want them to be like Green Hill Zone Act 1 where you whip through and never see it again, I want you to be able […]
Archive for the ‘The Swindle’ Category
Hello there! Time for a quick update on The Swindle. It’s looking amazing! Where to start?
Following last week’s post about how we’re handling trendy-looking 2D in Unity3D, I had a few requests for a bit more info on what we’re doing Editor-side. Here’s Tim again, explaining what on Earth he’s been up to:
“You can’t use Unity for 2D!”, they shout. “Unity uses all three dimensions you idiot, and is therefore useless if you’re only using two of them!”. Those are the words that were hammered impotently into keyboards the world over when I announced I was porting The Swindle from XNA to Unity. That said, I’ve also […]
As an indie developer, I’m kind of fascinated by the concept of “necessity is the mother of invention”. We don’t have infinite time, money or resources, so you have to work with what you’ve got and find clever ways of crafting brilliance out of nothing. Where this works really well is when cutting corners really […]
It hasn’t been the best few months, to be honest. Things went a bit pear-shaped. I’ve turned my back on a year and a half’s work, and I’ve reluctantly had to turn my back on XNA.
So, the lengthily-titled ‘Ben There, Dan That! and Time Gentlemen, Please! Double Pack’ is the Steam Daily Sale today! That means you get two amazing 84-Metacritic-Rated games for 80% off. < < click that Steam Logo to grab a copy now. Then come back and read why. That picture above is the thing I’m working […]
Well, an artist, technically. And “hiring” is probably a bit strong, too. I’m looking for a talented 2D artist to help out with some of The Swindle’s artwork. It’ll be a relaxed, work-from-home, freelance gig you can fit in around your real job. We can discuss money once I’ve fallen in love with your art […]