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Space Robot Games

Demon wrestling is part and parcel of the indie dev life. Lately I’ve been meeting the following three in the ring:. Being too close to your project makes them, paradoxically, hard to see. Changes seem miniscule (progress feels more stagnant than it is). Clear flaws are overlooked. Finding the local peak in your game’s designspace takes time. Gathering feedback from extensive testing is slow. Slower still is the feedback processing by your subconscious mind. Nothing ships until the pipeline gets filled.

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Christopher Mills-Price

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Space Robot Games | spacerobotgames.com Reviews
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Demon wrestling is part and parcel of the indie dev life. Lately I’ve been meeting the following three in the ring:. Being too close to your project makes them, paradoxically, hard to see. Changes seem miniscule (progress feels more stagnant than it is). Clear flaws are overlooked. Finding the local peak in your game’s designspace takes time. Gathering feedback from extensive testing is slow. Slower still is the feedback processing by your subconscious mind. Nothing ships until the pipeline gets filled.
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2 lyceum
3 recent news
4 about srg
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7 clear downsides
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10 anticipated/observed upsides
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Space Robot Games | spacerobotgames.com Reviews

https://spacerobotgames.com

Demon wrestling is part and parcel of the indie dev life. Lately I’ve been meeting the following three in the ring:. Being too close to your project makes them, paradoxically, hard to see. Changes seem miniscule (progress feels more stagnant than it is). Clear flaws are overlooked. Finding the local peak in your game’s designspace takes time. Gathering feedback from extensive testing is slow. Slower still is the feedback processing by your subconscious mind. Nothing ships until the pipeline gets filled.

INTERNAL PAGES

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1

Recent News | Space Robot Games

http://spacerobotgames.com/recent

SRG Weekly May 29th. Soon the block bays will show loading progress, rather than being nondescript concentric squares. This week, more steady progress on Tinkering. On the right, you can see the initial placeholder tangram, along with the 6 ‘block loading bays’, where each of your blocks is built. The coming sprint is again split about half-half between BIS and The Other Game. BIS Weekly May 22nd. I guarantee this panel will see a lot of iteration. For now I’ve got a placeholder UI in to let you select f...

2

Lyceum [Codename:Ghosts] Dev Blog #2 | Space Robot Games

http://spacerobotgames.com/2013/12/codenameghosts-dev-blog-2

Lyceum [Codename:Ghosts] Dev Blog #2. Lyceum [Codename:Ghosts] Dev Blog #2. December 20, 2013. No Comments ↓. Just a quick update on where things are. First, this type of update is likely to be more common. I had previously intended to only really blog about major changes, but I would rather journal the experience a little more closely. I think it’s easy to lose sight of just how much work is involved in game design, even if you’re an experienced developer. The idea here was to sort of draw on the way en...

3

Lyceum [Codename:Ghosts] Dev Blog #3 | Space Robot Games

http://spacerobotgames.com/2014/01/lyceum-db3

Lyceum [Codename:Ghosts] Dev Blog #3. Lyceum [Codename:Ghosts] Dev Blog #3. January 7, 2014. No Comments ↓. Where’s the playtest? So, first off, I’m about 90% certain Codename:Ghosts will be named “Lyceum”. I decided to ignore that, because Lyceum is meant to be cross-platform (and because I don’t think Apple et al. will leave their searches so simplistic for much longer). I would rather go with a more aesthetically pleasing name than one that charts better. Hopefully that won’t b...However, I did get so...

4

BOOMGUY | Space Robot Games

http://spacerobotgames.com/2014/05/boomguy

May 5, 2014. No Comments ↓. Wedding and find-a-new-jobbing out of the way, I finally got down my to-do list far enough to polish this “kata” off. BOOMGUY is a janky clone of that famous and much-adored bomb-based game. I spent 43 hours. On this one, and that blows my mind. (Pun fully and unapologetically intended.) It also stretched between April 16th and today, May 4th. I had hoped it would be faster than my previous “daily” kata, which took around 8 hours. Gj self. Or look at the code and stuff! I stil...

5

About SRG | Space Robot Games

http://spacerobotgames.com/about-srg

AKA “the world’s longest ‘about’ page” * *. Unlikely to be literally true. 8220;Space Robot” Games? So what’s your deal? 8220;Space Robot” Games? If you’ve spent a lot of time hunting for the right name, maybe you’re like me: you’ll accept any muse that appears, provided that what it whispers has an available domain name and low search collision. So if you wanted to make a space robot light switch cover in solidarity or something odd like that, knock yourself out. And that’s the name. So what’s your.

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On Nascence

http://www.chrismillsprice.com/cmp/on-nascence

16 / Jun / 2014. So hi You may know me from other acts of interbloogitude, perhaps at my yammerspot The Book of Next. Or inchoate game company Space Robot Games. I like both of those places, but they're uncomfortably. Narrow. For me, writing is a fantastic way of clarifying thoughts, and I've got a lot that would be out of place on either of those sites. So this is the place where I'm going to make up words about the other stuff. From it - but I certainly stress more over it. Proudly published with Ghost.

chrismillsprice.com chrismillsprice.com

This Guy

http://www.chrismillsprice.com/this-guy

Thoughts, compelled and disheveled. I make games and they go here. Sometimes I post a lot about the experience. The Book of Next. This is where I write about game design, mostly. Before too terribly long, this should be home to a smörgåsbord of "toys," my approach to interactive education around some very abstract, bias-vexed topics. Proudly published with Ghost.

chrismillsprice.com chrismillsprice.com

c m-p

http://chrismillsprice.com/cmp

25 / Aug / 2014. Identity as a Habit. Recently-ish I decided that I have a few personality traits I'd like to adopt, in order to support future goals/ambitions. Problem: They're the opposite of some other traits that I view as core to my identity. Now, I've read a lot about how to change, how to make change stick, how the brain works, etc. However, I'm not sure. 03 / Jul / 2014. I call it Future Chris-ing. The gist is to imagine this scenario where a. 16 / Jun / 2014. Proudly published with Ghost.

thebookofnext.com thebookofnext.com

About – The Book of Next

http://thebookofnext.com/about

The Book of Next. I’m Chris Mills-Price, and I’m a guy who likes designing / making games. That happens over at Space Robot Games. I’d be thrilled to hear responses, good or bad. That’s the point of this whole site. Stated dramatically:. The purification of ideas in the purgatorial fires of discourse. Of course, anything I write could have been covered. As a boring aside: Astute / pedantic / awesome readers will notice that I more or less always put periods and commas. Theme: Mog by hndr.

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Demon wrestling is part and parcel of the indie dev life. Lately I’ve been meeting the following three in the ring:. Being too close to your project makes them, paradoxically, hard to see. Changes seem miniscule (progress feels more stagnant than it is). Clear flaws are overlooked. Finding the local peak in your game’s designspace takes time. Gathering feedback from extensive testing is slow. Slower still is the feedback processing by your subconscious mind. Nothing ships until the pipeline gets filled.

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