пятница, 23 ноября 2018 г.


“So many bugs!”, PM says. “Here’s a bug list”, GD says. “Bugs. Bugs. Bugs”, says everyone. Every time I hear something like this I feel shocked and really confused. I run my build, check it out and find nothing in it. Everything works as it has to. I open the bug list that GM sent to me just to find out that it contains only a few real bugs and everything else is…

Anyway, let’s start with the definition of the “bug”. “Bug” means that there is a game error. The one which is accompanied by a red log is undoubtedly the bug: it causes a critical error. But not every bug can be the cause of this kind of error or even comes with a log. There is another kind of bugs which happen more often than the first ones. Here “bug” means that the game doesn’t work as the programmer expected.

Now let’s speak about the bug list. Here are some simple examples:
1) Damage the card deals depends on how much cards you hold in hand and "it doesn’t have to count itself". Is that a bug, when it's a pure lack of information at the time of its implementation? о_о

2) A card decreases 3 from effect timer N and “when you use this card it doesn’t trigger a passive effect which depends on activation of effect N”. Dude, it’s not meant to trigger. Decrease timer to 3 is not the same as activating it 3 times. О_о

3) Some mechanics work incorrectly. Wow. Hold on. When I was testing it, it worked perfectly right. And I tested it a few months ago. During this time no one asked me to fix it and SUDDENLY it becomes a bug? О_о

4) “Events should give not cards but recipes”. So, we are about to introduce such an entity as a"recipe" and implemented it as a reward for the fight and craft. Does it mean I had to redo the events? How is this related to the events? How months ago was I supposed to know that the reward for the events would become a recipe? But it is also added in a bug list as a “bug”... X_____x

To sum up, to make fewer bugs I need to delve not into the code but into esotericism. Start studying predictions, thought-reading, divination, which seems to be the basic set of skills necessary for every programmer who wants to hear less nasty words like “bug”. Gone to pray Cthulhu. Have a productive week. (с) me


вторник, 13 ноября 2018 г.



Well, since my initiative to lead a blog of developers was accepted with such joy and received the support of each team member, it would probably be correct if I start first.

My name is Martin Skorubskiy, I am the marketing director of AYGames. Together with Oleg Vasilyev (CEO), we have founded AYGames in October 2016. In this first message, I going to write about the history of studio history in short.

On April 11, 2017- the birthday of the studio - we hired the first employee – a game designer. One year and six months later we are a solid team of product manager, game designer, QA, artists, programmers, and community manager.

During this time we have tried several game directions and currently, are working on Deck of Ashes. It is an open-world deck-builder with roguelike elements. In Deck of Ashes, one embarks on a journey through the dark fantasy world, hunting down powerful cards for their battle deck and fighting the hordes of foes.

Now Deck of Ashes is in early Alpha stage, and it is gaining momentum. With the major part of the game’s content ready for Steam Early Access.

Here we go to the stage when our team and our game will become public, soon we will start to reveal more about the project. I also think it would be fun to let you in on our internal process of the game’s development, so stay tuned for our Deck of Ashes development blog series.

Besides my posts, you will be able to read posts our other team members.

So, here I’m going to finish my post. See you next time!

Our game designer Max abot how he started to work in AYGames

A piece of half-faded hard parchment lay in my hands. Among the hillocks of yellowed paper, stained with dirt and mold, I saw barely noti...