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Red Thumb Games Newsletter

Red Thumb Games Newsletter
Name:Joshua Dallman
Date Posted:Oct 14, 2005
Rating:Not Rated
Public:YES
Comments:YES
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Blog post


For those wishing to keep posted of Red Thumb Games happenings (specifically Shelled! progress), I will no longer be blogging on GarageGames and instead have set up a RTG newsletter that you can sign up for. Though it will be sent out far less frequently than the rate that blog entries were made, and won't contain behind-the-scenes developments, when it is sent out there will things that are truly newsworthy, i.e. the availability of a demo or new distribution channel or some such.

There are a few reasons for this change. Blogging was a great way to muscle my way into this community and make the contacts I needed, but now that those contacts are established, further blogging is actually having the opposite effect due to over-exposure. It was a way for me to keep tabs on my own progress as a "developers notebook," but I'm far enough along that I don't need to track progress to that level of detail anymore, and can record any thought processes I have on game development privately on my hard drive and compile them at the end of a year for the benefit of others. And finally, it was a way for me to get feedback on the game, but the feedback I got was infrequent and of nominal critical quality, and not a good return for the amount of time I invested in blogging.

So, if you're interested in Shelled, or dig the idea of zombie ballerinas and giant eyeball aliens, then sign up for the RTG newsletter under the "news" link of the website -- I promise infrequent updates, a high signal to noise ratio, and I'll go easy on the hype :)

As for a general update, IGC was great and everything that could be said about it already has. Last year I went to IGC empty handed; this year I brought a playable game (Shelled). That is an accomplishment in and of itself and I am proud to have made it that far. It has been more work than I ever thought.

For Shelled, there's still much tweaking, tuning, and yes, even gutting to be done before it will be ready to be called even a alpha. I cringed at some of the unfinished areas and bugs in the game, but know that every other developer with an incomplete game felt the same, and especially appreciated Jay Moore's comment at the end thanking everyone who brought a game for "putting themselves out there" by bringing one. It was hard to do. But with some press mentions of the game and even a retail publisher's interest in making an offer on the game (which I pushed back on until the game is more ready), I was of course very glad that I "put myself out there" for the show. I look forward to next year by not having just a pre-alpha game there, but a final published build.

As a final note, my day to day involvement in this community is about to drop off for two reasons. One, I will be focusing all of my efforts in the final sprint to get this game done and to standards that I am proud of. Two, I am uprooting from Oregon and moving to Mexico to live cheaply while I push to finish this game. Many struggling filmmakers have gone the Mexican route to get their dream off the ground, and I am taking a similar approach. With a laptop and a remote team, an occasional internet connection (and some bottled water) is all I need. I am just hoping that the completion of Shelled does not run over budget, or I will be selling maracas instead of games.

That's all from here. Sign up for the newsletter, and feel free to email me at if you have questions about anything, if you just want to say hi, or if you are a fledgling indie looking for feedback or help. I am more than happy to lend a hand.

Josh

Recent Blog Posts
List:09/27/08 - Leaving GarageGames, Moving to Africa
09/24/08 - Restoring Rhonda Developer Interview
09/22/08 - Interview with TGE MMO Developer
09/15/08 - Torque Dev Interviews Page
09/08/08 - Twintale Finds Gold with TGB and Match-3
08/31/08 - new blog for casual/indie devs
08/23/08 - Shelled on GameTunnel
08/13/08 - New Shelled! video & $5 special

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Raxx   (Oct 14, 2005 at 00:09 GMT)
Ah, that's too bad, I enjoyed watching the hype over Shelled! I can't stand newsletters.

Mexico, now why didn't I think of that...

Paul Dana   (Oct 14, 2005 at 00:35 GMT)
Sounds like a smart move. Good luck with that joshua.

Chris   (Oct 14, 2005 at 00:57 GMT)
Man, talk about hard core. Good Luck. :)

Jerane Alleyne   (Oct 14, 2005 at 01:35 GMT)
I was thinking about going to New Mexico once we're done with our game, but don't wanna deal with rattlesnakes and other reptiles and creatures that can kill humans. Think I'll take your old spot in Oregon :P

Jeremy Alessi   (Oct 14, 2005 at 02:50 GMT)
Ah you're the one moving to Mexico! Wow Josh I didn't think you were that hardcore! Are you still going to have a job with MS? Wouldn't it be easier to learn some coding etc... so you could just add features yourself instead of paying so much?
Edited on Oct 14, 2005 02:50 GMT

Anton Bursch   (Oct 14, 2005 at 05:14 GMT)
Does this mean that it's too late to beta your game Shelled? I was really looking forward to it but was too busy with my own stuff to get a chance yet.

Simon Love   (Oct 14, 2005 at 06:31 GMT)
Livin' the dream, dude. Go for it!

Iain Craig   (Oct 14, 2005 at 14:37 GMT)
Hi Josh, I don't think we've met but I've got massive respect for your guerilla gamedev tactics. Best of luck crunching in your rebel enclave :)

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