Pyrogon Dev Diary; Candy Cruncher Soon
11:08 AM | Andy Largent | Comment on this story
A new developer diary from Pyrogon's Brian Hook talks about the sometimes downtrodden role of the independent game maker. With his company consisting of only one other full-time employee, he's in a good position to speak on the subject. Candy Cruncher is their first released title at the moment, though they have much bigger plans for a massively multiplayer online title called Stellar Deep.
IMG contacted Hook recently about the Mac OS X port of Candy Cruncher, and he noted the game should be released very soon. The only sticking points for the game now are some ISP issues with downloading the file.
In the article, Hook references a number of other small but successful indie developers, including Mac-only houses like Pangea and Ambrosia. The article lays out their plans for Stellar Deep and how Pyrogon hopes to succeed with such a small staff. Here's a clip:
Having only two people working on a project greatly reduces the inefficiency of "decision friction," which basically affects any project with more than one person it just gets worse the more people you have on a project.It's a bold statement in the days of games which have budgets exceeding that of major motion pictures, but we wish the best to Pyrogon and other indie developers in their efforts. Read through the rest of the diary for more information, and stay tuned for the release of Candy Cruncher very soon.
Stellar Deep, our on-line science fiction RPG, benefits from this lack of decision friction. We can implement features and ideas very quickly, and we can avoid implementing stuff just because someone else is doing it. Because we have such a low headcount, we don't have to make a game that will sell 100K copies or have at least 50K subscribers to break even.
Pyrogon Developer Diary
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