Making Games on a Shoestring Budget!
Hello World! I’m Kayne Ruse, an independent game developer, making both video and tabletop games of all kinds.
I’ve been making games for 20 years, and was born with a controller in my hand. I’ve got a lot of practical skills and hands-on experience with my own projects, and I’m always looking for new ways to improve and expand those skills.
One of my biggest claims to fame is releasing a game on the Nintendo Switch - Candy Raid: The Factory.
Another would be spending four and a half years on a microservice driven web game, and actually completing it - Egg Trainer. After completing it, Egg Trainer’s IP and assets were sold to a good friend, and I’m ready to move on to the next stage of my life.
My ultimate goal in life is to lead my own gamedev team on self-sustaining projects - that is, our success and sales can support us well enough to carry us between releases.
If you want to contact me, you can do so at krgamestudios@gmail.com
The early 2000s internet was vastly different to today - not just in terms of content and culture, but the very technology it ran on was much simpler, with a higher barrier to entry for anyone wanting to develop software for it. Websites would often render differently depending on the browser you were using, or not at all. Thankfully, over time these differences have been smoothed out, web standards (despite being a hodgepodge of disparate precursors) became widely adopted across all major browsers, and those browsers were themselves adapted to and adopted by many hardware platforms.
And so, despite the shaky foundations, web standards became a kind of lingua franca for today’s technology landscape - if you want your games to be as widely playable as possible, building them with web technologies is your best bet.
Enter, the browser game.
Her daughter squirmed in the opening of the hut, impatiently waiting as the woman wrapped the rough but sturdy cloak around her. It was new, with an intricate pattern of various dyes woven through it. She had made it for her daughter - she wasn’t satisfied with the result, but the girl’s eyes had lit up like the morning sun when she saw it for the first time.
Pirates vs. Aliens: Drama Warfare
It looks like the Stop Killing Games Initiative is about to reach its goal of 100,000 signatures in the EU, and has and has already passed the same goal in Britain - in fact, it’s gone from 98% to 99% in the 20 minutes since I decided to write this post. Congrats to Ross Scott, though I’m not surprised in the least. I first wrote about this initiative back in February, where I outlined my thoughts on the negative impacts this will have, but now that the various parliaments will be looking into this, the big game studios will be weighing in sooner or later.
This post isn’t really about that though. Instead, I want to vent my frustrations with mob mentality, internet echo chambers, and memetic tribalism and how it consumes you.