Gamasutra - Blogs E McNeill's Blogs Thu, 31 Jul 2014 07:42:24 EDT en-us (Simon Carless) Darknet Puzzle Generation - by E McNeill Design,Programming,Indie How the puzzles in Darknet are procedurally generated. Mon, 28 Jul 2014 05:47:00 EDT Grinding and the Burden of Optimal Play - by E McNeill Design,Console/PC I hate grinding. I’m fundamentally opposed to it, and I’ve always made an effort to keep it out of all my games. And yet, somehow I had made a game in which you repeat the same task over and over again. Mon, 21 Jul 2014 01:29:00 EDT Productivity Strategy Guide - by E McNeill Production,Indie The unofficial strategy guide for Productivity, a time management game about indie game development. Mon, 14 Jul 2014 03:32:00 EDT Unknown Answers - by E McNeill Design,Indie How I discovered that my games were more fun when I didn't have all the answers. Mon, 07 Jul 2014 02:40:00 EDT The Coolest Features I Cut - by E McNeill Design,Indie Until about a month and a half ago, my one-man indie game Darknet was going to be an MMO. Mon, 23 Jun 2014 03:01:00 EDT The Aesthetic of Indifference - by E McNeill Design,Console/PC,Indie Why games shouldn't care about the player. Mon, 26 May 2014 05:01:00 EDT