Much like the Vulcan Pon farr, every seven years I am compelled to write a compiler.

Oct 12, 2018

Bug Database

I'm looking for a good bug database for games and it's been a struggle.

We used FogBugz on Thimbleweed Park, and it was OK, but a little clunky and not very "modern". Like a lot of commercial bug databases, they added lots of trendy project management features that distracted from it just being a good bug database. I'm sure some people like this stuff, but I just want a simple modern bug database.

My biggest issue with FogBugz was their pricing. They didn't do per user pricing, so once we needed 11 accounts, we went from $100/month to $200/month.

We looked at Jira, but it suffers from the same issues as FogBugz.

We also looked at Bugzilla, but it suffers from just being a big complicated mess (sorry if I've offended anyone).

I really like Trello as a task manager. I love that you can just drag and drop tasks, it's very slick. I'd love a bug database that worked like Trello. I'm currently using Trello as a bug database, but it's just too limiting to use much longer.

A few years ago, I wrote my own bug database, but I just don't have the time to roll my own again.

I don't mind self-hosted solutions or paying for a web based service, as long as it's nice and simple.

Has anyone used any good bug databases?

Sep 18, 2018

Job Opening

I have a (paid) art job opening for my side project. I'm not going to say much about the game other than what I'm looking for in an artist. Think of it as a puzzle.

I'm looking for a great 2D pixel tile artist. You need to have experience building tiles sheets for a tile-based game, I would prefer it if you've worked on a released game, but if haven't and your art is just a hobby and you're really good, that's OK.

I'm looking for someone that can create a very distinct art style and can help set the look and feel for the game. I'd like someone that can do more than just create art based on a task list, but rather someone that can act like a mini-art director.


● You need to be able to spend 20+ hours a week working on the project for a couple of months.
● This is a PAID position, so you have to have the ability to work.
● Must have prior experience building tile sheets and tile maps (the more the better).
● Understand how to organize a tile sheet and create interconnecting reusable tiles.
● Need to be up on the "state of the art" in terms of pixel tile based games.
● Must love pixel art.

If you're interested, please contact me and include the following:

1) Your name.
2) Link to your portfolio/website/etc. It MUST include your tile work, but should also include other work to show you're a great artist beyond just tile work.
3) A list of games you've worked on.
4) Why you think you'd be awesome for this job.

I can't emphasize this enough... I want to create a very unique and interesting look for the game that goes beyond the stock 8-bit tile work out there now (not that it isn't great, just not what I'm looking for). Your portfolio doesn't have to include that new look, but it should show me you can help create it.

One last note, please don't post the above details in the comments, use the contact link.

This is a good video.

But, for the record... I hate the term onboarding. I'm not against the concept. I just hate the word.

Aug 27, 2018

Things I Hate About Roguelikes (via)

This is a great four-part series about Roguelikes from the GOLDEN KRONE HOTEL website.

Part 1: Burden of Knowledge
Part 2: Identification
Part 3: Terrible Controls
Part 4: Bog Standard Dungeons

Roguelikes are one of my guilty pleasures, although I don't play a lot of different ones and I can safely say I've never heard of most of the games mentioned in this series (my first experience with Rogue was on a UNIX machine when I started at Lucasfilm).

One of my many side projects is working on a roguelike. I've never made one before, so it's a fun exercise. Technically it's not a roguelike (no random dungeons, no permadeath (not like it's traditionally used)), but it feels like one. I guess they call these roguelites. Or maybe it's the other way around?

It's been fun to try and deconstruct the genera and see what is important and what is just legacy cruft. But much like deconstructing adventure games to "just the fun parts", it's easy to boil them down to something that isn't an adventure game anymore. Not that that's bad, but don't call them adventure game (or roguelikes) anymore. Maybe you've stumbled onto something new.