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
I’ve just ran a speed test, comparing Toy v1 against Toy v2. After a long day coding, I’m worn out - let’s get straight to the data. I’ll likely add more data down the road, such as comparisons without the debugging, and with optimizations turned all the way up.
It’s been just over four months since I began Toy’s rewrite in earnest, and I’ve outlined a rough schedule for the next three-ish months. At that point, I’ll begin building an engine around it.
A friend of mine is working towards building tools and utilities within Unity, to support a game of his own. Since game engines seem to be on my mind this week, let’s begin outlining the Box engine, which will be the next step for Toy.
I recently wrote down a dozen-ish game mechanics from various places that I find interesting in isolation. These ideas work well in their respective games, but could also be adapted or reused in other games. Since half of them were related to card games in some way, I’ve picked those specific mechanics to talk about, as they share a common genre.