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
- Recently, I saw a post on the /r/tcgdesign subreddit, asking how you would design a game to resist a metagame from forming. The poster seemed to think that having any kind of metagame was a negative, but those in the know began to explain why that’s not the case at all. I chimed in with a series of ideas for how to manage a metagame and keep it fluid - since I’m still interested in the idea, I’ve copied and expanded on my points below the fold.
- When you’re working on a non-trivial project, starting from scratch can be fun, but it also means you may not know the best approach for your situation, resulting in technical debt. Sometimes, refactoring can resolve the issue, other times, it can be safely ignored or kicked down the road. However, now and then, you’ll take a step back and realize the issue is fundamentally unfixable. It might be too deeply embedded into the code, or your initial assumptions were incorrect. When is it better to scrap your work and start again?
- I’ve been rewriting Toy from scratch for… two and a half months now? Wow. My (rather nebulous) goal since before reaching v1.0 was to create a language, game engine and game with a high degree of moddability. I attempted this with v1, but found that in practice it was not performant enough for the task, due largely to the way I handled memory. I shelved the project, but the process at least proved that the idea was possible. Now, with v2’s development well under way, let’s think about what potential ideas could fit my goal.