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Blogs

David Maletz's Blog

I'm a full time C++ programmer by day, and an indie game developer at night. I enjoy making games, especially ones with interesting mechanics or twists. I've learned a lot of the pitfalls of game development the hard way, but have persevered and started an indie game studio with my wife and some friends called Fancy Fish Games, which I hope to one day make my full time job. You can follow my indie game dev blog here: http://david.fancyfishgames.com.

Member Blogs

Rhythos! Arcade BETA Development and Future
Posted by David Maletz on Thu, 02 May 2013 08:58:00 EDT in Production, Design, Indie
Details about the development of Rhythos, along with screenshots of progress, and what plans I have for the future.
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Motivation, Milestones and Gamification
Posted by David Maletz on Mon, 08 Apr 2013 04:39:00 EDT in Production, Indie
How to keep yourself motivated and finish your game projects when you're your own boss.
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Pandora's Box Direction
Posted by David Maletz on Mon, 04 Mar 2013 02:51:00 EST in Design, Indie
Providing direction in sandbox games, without sacrificing flexibility.
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Being Indie is Selling Yourself?
Posted by David Maletz on Mon, 25 Feb 2013 07:18:00 EST in Indie
Enough with the "indie elitism!" AAA games aren't all soulless, and indie games aren't all amazing.
Read More... | 1 Comments

I Can't Escape - A One Month Game Experiment
Posted by David Maletz on Wed, 30 Jan 2013 02:26:00 EST in Indie
Details on I Can't Escape, and my experience making the game in one month.
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The Dark Side of Indie Game Dev  Featured Blogs
Posted by David Maletz on Mon, 03 Dec 2012 04:04:00 EST in Indie, Production, Design
So you want to make a game, despite everything everyone has told you? This blog post will explain some of the common pitfalls in game development I have encountered, and how to avoid them.
Read More... | 27 Comments

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David Maletz's Comments

Comment In: The evolving coverage of indie games [Blog - 03/26/2013 - 09:52]

It 's definitely an interesting ...

It 's definitely an interesting debacle, having more people able and excited to make games is a great thing along with all of the engines and technology that has made it so easy to create and distribute games , but at the same time, it is true that the press ...

Comment In: The Dark Side of Indie Game Dev [Blog - 12/03/2012 - 04:04]

This is definitely true, I ...

This is definitely true, I 've learned a lot from my failures, every one taught me something new, and I wouldn 't be the game developer I am now if not for them. Being able to take failures in stride is important for the indie game community, but it 's ...

Comment In: Most Programmers Can't Read Code [Blog - 11/22/2012 - 09:17]

A comment on programmer pride: ...

A comment on programmer pride: You hit the nail when you said that programmers have trouble reading code when they do not respect it or the creator . I often read code to learn from it, and actually find it easier to read the code examples of a research paper ...

Comment In: The Artistic Computer? [Blog - 10/26/2012 - 04:40]

I didn 't cheat with ...

I didn 't cheat with the music anymore than I did with the art - the program had no knowledge of musical theory or beats. All it knew was midi data: note start, note end, note pitch, note volume. Any semblance of beat the music has, it learned from midi ...

Comment In: The paradox of the open-world game vs. Alan Wake [Blog - 10/13/2012 - 10:44]

I agree that mixing sandbox ...

I agree that mixing sandbox with storytelling can make the game feel more real - but I think that it could be very tough to balance. If there is a definite path the player should follow, then having sandbox elements can often get the player lost of confused. In half ...

Comment In: Four Tricks to Improve Game Balance [Blog - 09/13/2012 - 06:41]

I think this comes down ...

I think this comes down to whether you believe a player should be molded to the game, or the game should be molded to the player. A dedicated player who is struggling can certainly replay the game or grind to catch up with the skilled players. However, wouldn 't the ...

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