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I'm making updates and cleaning up the code. Making sure the workflows for adding new content to the game aren't too complicated has been an important step to getting the project ready for production.
Wishlist WASarD on Steam: https://store.steampowered.com/app/1151870/WASarD/
Progress is slow but steady. I'm happy with the progress and improvements I've seen in the most recent prototypes.
Should game developers focus on paying themselves a fair wage? Do we make ourselves a martyr of our own development too often?
Wishlist WASarD on Steam: https://store.steampowered.com/app/1151870/WASarD/
Part time WASarD development isn't fast enough for me but it's going to have to be enough for now.
Wishlist WASarD on Steam: https://store.steampowered.com/app/1151870/WASarD/
A short update about WASarD and my business as I get back into podcasting.
Wishlist WASarD on Steam: https://store.steampowered.com/app/1151870/WASarD/
In this episode I talk through some design thoughts for WASarD and my struggles to find time to work on the game.
In this episode I talk about my break from WASarD and my plans moving forward with the game.
I talk about what I accomplished in the last 2 weeks of my 4 (turned into 5) - week push.
This episode is a long one. I talk about my progress on WASarD, what I'd do differently if I could start over, and the high jump analogy.
In this episode I talk about the progress I've made in the last 2 weeks and the things I'd like to get finished in the next 2 weeks.
In this episode I talk about my progress toward the new WASarD steam demo and I contrast my experience working on Demonlocke (without using the production point approach) with my experience working on WASarD (where I've tried to apply production point).
From the publisher's feed