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State-Based Scripting in Uncharted 2: Among Thieves. 40+ Fantastic Game Development Tutorials From Across the Web. 15+ Analyses, Post Mortems, and Game Design Docs. You can't beat learning from personal experience... but learning from someone else's experience is often less painful.

15+ Analyses, Post Mortems, and Game Design Docs

In this post, I've collated some of my favourite post mortems, game design documents, and design analyses for mainstream games, from Mario, Sonic, and Zelda to MGS2, The Sims Social, and Portal. Part II. – Searching for a realistic target. Update: A huge thanks to Ingix and Tomas for spotting an arithmetic problem!

Part II. – Searching for a realistic target

All calculations and excel file have been updated to reflect the correct math. Now the only small differences should be the insignificant rounding errors. Also please keep in mind that this simplified way doesn’t count with eg. employee deduction. So if you count with employee rate, you have to put in the full figure! Creating games is expensive. Please note: this post is mostly centered on boring numbers and some elementary math. Badlogic Games » Blog Archive » Google I/O 2013 from a game devs perspective. Some pretty big things have dropped at this year’s Google I/O .

Badlogic Games » Blog Archive » Google I/O 2013 from a game devs perspective

Here’s a rundown of what i think is relevant to game devs. Android Studio The Android development tools team released a new IDE called Android Studio . Android Studio is based on IntelliJ IDEA by JetBrains. While you could previously develop Android Applications with IntelliJ IDEA, Android Studio adds a metric ton of features that make pure Android development a joy (once the IDE is stable). If you are interested, you should totally watch the talk “What’s New in Android Development Tools”: Note that Android Studio is at version 0.1, and hiccups are to be expected. However, there are also down-sides to this in my opinion. Another downside is that Android Studio can not be used for anything other than Android projects, e.g.

Hopefully the IntelliJ IDEA community edition version of the Android plugin will get up to speed with what Android Studio offers. Google Play Game Services You can integrate the GPGS today in your libgdx app. [TUT SOURCES]C# Tutorial/E-books/Vids for NOOBS. Game Object Structure: Inheritance vs. Aggregation. Game Object Structure: Inheritance vs.

Game Object Structure: Inheritance vs. Aggregation

Aggregation By Kyle Wilson Wednesday, July 03, 2002 Every game engine I've encountered has had some notion of a game object, or a scene object, or an entity. A game object may be an animated creature, or an invisible box that sets off a trigger when entered, or an invisible hardpoint to which a missile attaches. In general, though, there will be a game object class which exposes an interface, or multiple interfaces, to the systems that handle collision, rendering, triggering, sound, etc. Shrt/ComponentKit. It.cs. Avoiding the Blob Antipattern: A Pragmatic Approach to Entity Composition. Organising your game code into component-based entities, rather than relying only on class inheritance, is a popular approach in game development.

Avoiding the Blob Antipattern: A Pragmatic Approach to Entity Composition

In this tutorial, we'll look at why you might do this, and set up a simple game engine using this technique. Introduction In this tutorial I'm going to explore component-based game entities, look at why you might want to use them, and suggest a pragmatic approach to dip your toe in the water. As it's a story about code organisation and architecture, I'll start by dropping in the usual "get out of jail" disclaimer: this is just one way of doing things, it's not "the one way" or maybe even the best way, but it might work for you.

Personally, I like to find out about as many approaches as possible and then work out what suits me. Final Result Preview. John Kim's Styles of Roleplaying Page. What's New • About This Site • Site Map • What is an RPG? • Company List • Bigass List of Games • Free RPGs • Murder Mysteries • RPG Theory • System Design • Systems & Reviews • Games&Copyright • My Campaigns • Convention Reports • Links • Blog This page covers various attempts to describe RPGs in general terms. There are many sources for advice on role-playing games, but most of these try to promote a "One True Way" of playing. Rather than telling you how to roleplay, this is a collection of articles on what the different ways are -- and the pros and cons of different choices. Many of the articles here were inspired by discussion on the newsgroup rec.games.frp.advocacy, discussion on the web-based bulletin board The Forge as well as the RPGnet Forums, and ideas from a number of RPG blogs (see the Blog Links of my journal).

External Links: The Hidden Art: Slouching Towards A Critical Framework for RPGs by Robin D. RPG Realism & Education (added July 1, 2003) External Links on Gender. 5 tips to make your indie game more juicy. How to program hexagons and hexagonal grids - Black Rose Game Studio. Table of contents Introduction During the development of the game Cluster, I had to create and work with hexagonal grids.

How to program hexagons and hexagonal grids - Black Rose Game Studio

Though not -that- difficult, it can still be trickery if you lack the basics of trigonometry. Plus there are a lot of tips and tricks that can save you a good amount of time. Mostly geometry. Voxel.js * blocks in yo browser. Shapes and Coordinates. In a previous post, I talked a bit about solid modeling and discussed at a fairly high level what a solid object is.

Shapes and Coordinates

This time I’m going to talk in generalities about how one actually represent shapes in practice. My goal here is to say what these things are, and to introduce a bit of physical language which I think can be helpful when talking about these structures and their representations. The parallel that I want to draw is that we should think of shape representations in much the same way that we think about coordinates. A choice of coordinate system does not change the underlying reality of the thing we are talking about, but it can reveal to us different aspects of the nature of whatever it is we are studying. Being conscious of the biases inherent in any particular point of view allows one to be more flexible when trying to solve some problem. Two Types of Coordinates I believe that there are two general ways to represent shapes: Eulerian and Lagrangian.

Eulerian (Implicit) . Paul Greasley's Indie Games: So how do I do pixel art? Leighton's Adventures in Game Design. As this Fall 2012 semester comes to a close, so does Little Fields.

Leighton's Adventures in Game Design

Just as a quick review, Little Fields was the game I acted as Creative Director for in Game Production Lab at the University of Texas at Dallas this semester. This means I created, pitched, and directed the project throughout the semester to its completion. Below I’m going to detail how the project went, what I learned, and what we did right or wrong.