Our Indie Experiment - MadMinute Games
baby arm writes "MadMinute Games' Norb Timpko has contributed the first installment in a series on independent game developers. He describes the balancing act required to get a game like Take Command: 2nd Manassas out the door while still having families and day jobs."
Power to the indies. I myself, have been hobby-coding games since I was in Primary school. Power to these guys, who code games for the love of it, not the money.
Good article, and I'm glad MMG is getting some press. Take Command 2nd Manassas is a great game, and a terrific achievement for a 2-man development team. If you haven't bought it, give the demo a try - I guarantee you'll be impressed. It has my vote for wargame of the year (in my make-believe gaming awards in my head)
And no, I do not work for the company. I hadn't heard of them until about a month ago.
Why waste time playing games when you could be writing them, like this guy? How much time do you waste grinding in WoW, trying to increase some number in a database? You could spend that time doing something productive -- creating something.
You right that you are not in the same market - Now that I think about it, it really has no weight in the issue. Last year my 5 year old nephew came over for a month. I have zero games, and was not about to put out $50 for some game I would never play again. Found a very cool indy game that he and I played for weeks - only cost me $14.95. It was a typical 2D shootm up (Kinda like the games you would see in the old days on the Atari 2600, or Commodor 64), and it was a really fun time.
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