Production Line leaves Early Access tomorrow! (new trailer)

My super-complex spreadsheet which I use to track the spending and income for my latest game (Production Line) informs me that I have been working on it for 3.12 years, and have spent a (very roughly estimated) total of 9,115 dev hours on it. The game is leaving early access tomorrow! In truth I have […]

Technical debt… or investment?

Coders talk a lot about technical debt. here is a rough definition: “Technical debt” (also known as design debt or code debt) is a concept in software development that reflects the implied cost of additional rework caused by choosing an easy solution now instead of using a better approach that would take longer.” It’s often […]

Production Line development cost breakdown

Only part of the ‘true cost’ of producing a game is the narrowly defined ‘development cost’, as it should also theoretically include an allowance for ongoing studio costs over the lifetime of making the game. The cost of heating my home office, the accountant, the webhosting for all my sites (including this blog) and depreciation […]

The (broken) market for sponsored lets play videos on youtube.

I recently decided to investigate the whole idea of sponsored lets-plays on youtube. I’m lucky with Production Line, in that its a fairly popular game that already has a lot of lets play content, but because I’m always interested in ways to promote the game more, and because I already spend some money on facebook […]