BlueLine Game Studios | Bringing award winning board games to Steam / ...
Blue Line Game Studios. Just as with standard notation for Tatsu, I couldn’t find a pre-existing standard for move or board notation for Lost Cities....
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BlueLine Game Studios | Bringing award winning board games to Steam / Xbox 360, / HTML5
Just as with standard notation for Tatsu, I couldn’t find a pre-existing standard for move or board notation for Lost Cities. If you’re not familiar with BlueLine Games, we’re best known for making di...
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DrawString() to fit text to a Rectangle in XNA | BlueLine Game Studios
sean | Game Development
Bluelinegamestudios.com news digest
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7 years
Lost Cities by Reiner Knizia – Standard Notation proposal
Just as with standard notation for Tatsu, I couldn’t find a pre-existing standard for move or board notation for Lost Cities.
If you’re not familiar with BlueLine Games, we’re best known for making digital versions of board games, and Lost Cities by Reiner Knizia is the next game we’re working on. Below is my draft at a potential notation that I think would work well.... -
7 years
Simple project-sharing page (open source) in PHP
When reading a great article from the creators of Soma Water about how they raised $100,000 in 10 days on Kickstarter, the shared the idea of this share-page that they sent to their closest friends & supporters to ask them to share the project with...
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7 years
Proposal for “Tatsu” standard notation
The tabletop designer of Hive, has just begun releasing his newest game, Tatsu. It’s out in the UK and getting great critical acclaim, and is currently rolling out in mainland Europe and the United States during the summer of 2016.
Since it’s such a new game, there isn’t a standardized notation for moves yet… so in this post I’m proposing the one that we used to make a Steam version of Tatsu.... -
8 years
How Hive sold more in Year 2 than Year 1 despite the “Indiepocalypse”
As a small two-person team, we were able to sell more units of Hive in it’s second year after launch than we did in the first – despite living through the “Indiepocalypse”.
This experience flies right in the face of the conventional wisdom of the game sales cycle being mainly one giant launch spike followed by a death-taper-to-zero afterwards....
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