Rubicon's Ramblings

Random thoughts from an overworked dev

Combat Monsters – Feature list for next update (v2.5)

These are our plans for the next big update to Combat Monsters, expected to ship in a couple of months time, all being well. This is copied from a forum post – if you want to contribute, and we do want to hear from you, please do so there – http://www.rubicondev.com/forum/viewtopic.php?f=33&t=5128 Clans Definitely going to [...]

Combat Monsters v2.4 update

This is another big one, including some cool new stuff, the fixing of some complained-about issues and of course the long promised card trading facility. Here’s what you can expect to see in the new version: More Payback After reading between the lines of a lot of nasty complaints, and some welcomely written constructive versions [...]

Combat Monsters Steam Launch – Jan 21st

Because it’s worth a post of its own… Combat Monsters is going live on PC from January 21st. You can actually sneak in early if you’re in an EU timezone, from 18.00 on the 20th. Get your link clicking finger ready.. http://store.steampowered.com/app/336040/

Epic Everything Else Update

Bit late, but Happy New Year everyone! It’s been a very busy time here over the holidays and since. So in no particular order… Combat Monsters Steam Launch Combat Monsters is going live on PC from January 21st. You can actually sneak in early if you’re in an EU timezone, from 18.00 on the 20th. [...]

Combat Monsters App Update Out Now

Our latest update has just aired and there’s something for everyone. PC and Android are available right now, whilst the iOS version has been submitted and will be available when Apple are good and ready, hopefully early next week. The changes are as listed below. In other great news, our Greenlight campaign to get Combat [...]

Epic Little War Game: Dev Diary #5

What’s in a name anyway? *Sigh* we’re changing the name yet again, only this time it’s final. We’ve even registered it in various places just to underline that. Step up and take a bow, Epic Little War Game. Nobody was happy with “Best” – it sounded both arrogant and lame at the same time. The [...]

Visibility in the marketplace and how to get it

(This article was first posted at the Continue Play website as a guest post. The discussed giveaway stunt is over now but I’ll leave the article as was. I will soon post a follow up about how that went. Without further ado…)   Small Fish, Massive Pond. If you ask a thousand smaller game studios [...]

Ultimate War Game: Dev Diary #4

Welcome back, all sorts of news today – I promised these would get longer. Lets start with a boring but nonetheless important announcement. This game is now to be called Best Little War Game.   What’s in a name? For the record, I think Ultimate War Game is a much better name. However it was [...]

Ultimate War Game: Dev Diary #3

Straight on with it then. First up, I’ve made another pass at the graphics for the terrain. Previously I’ve been trying to use stencil shadows and other tricks to provide decent lighting whilst keep the speed up. However as time wore on, the speed was dropping off due to adding ever more bodges to make [...]

I’ve been a dev for 30 years. Today!

I was just chatting with a friend about our respective starts in game development and mine was a little unconventional to say the least. After leaving school I did a full apprenticeship as a lithographer specialising in page make up, whilst keeping my coding strictly hobbyist. That was so long ago that now “lithographer” isn’t [...]

Previous Posts