Fringe Planet Logo

Nic's development tweets

I tweet a lot about the development of Fringe Planet - as well as talking about game development in general. Twitter is fantastic for getting the message out, but tweets always slowly fade out of view as time goes past. So I've decided to add this section to the website, which contains everything I've tweeted. You'll find a lot of information about both me personally as well as the game.

So even with the logos being delivered - there is still a lot of work to do, currently playing around with twitter layouts for the @FringePlanet offical account (and battling with twitter header compression). Ah the joys of #gamedev :-)

So #StormGareth is hitting today/tomorrow and it's also bin day for me tomorrow. I'm not a meteorologist - but all the recent storms have hit my part of the UK on a bin day. Is this a conspiracy to get me out of the house picking up rubbish and knocked over bins? oO

So just had an awesome #bizdev mentorship session with @OnlineMerijn discussing everything from kickstarters to publishers, really handy session :-)

(also the strange and scary bangs that #StormGareth is causing my house to make)

Many, many, manys years ago, I read my first #terrypratchett book. It introduced me to a zany world of magic, which as his world matured (along with me) got more detailed and fascinating, exploring very real world issues. He is very much missed. My fave quote :


Also, excitingly- look at this google drive folder :-) All your feedback (and thank you for giving me so much of it) has been pushed, filed, stamped, indexed, briefed, debriefed and numbered to create the new logo :-) More details and branding will be appearing soon :-)


Good morning folks :-) Time to commence the #gamedev :-) What are you working on today? Feel free to share :-)

Last tweet o' the night folks :-) Be safe and have fun and I shall be polluting your timelines with tweets in the morning (or the evening, or the afternoon, or the night - timezones amirite ?) :-)


Currently starving the peons and force feeding them alcohol to test various simulations and to see how quickly livers become damaged.

I'm thinking I may actually be a bad person.


Adding alcohol to the game means that peons that have consumed a lot will walk slower than a peon who is sober. I'm pondering if I should also make the pathfinding less optimal - i.e. peons taking longer/more dangerous routes when drunk - what do you think?


Discussing the current politics and the possible outcomes of the Brexit timetable. I take these sort of discussions very seriously of course.

Brewing the booze outside - it'll be nicely chilled when serving :-)