The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. It's been a while since I read Roger Corman's book "How I made a hundred movies in hollywood and never lost a dime." but I remember its lessons vividly. His book title is pretty literal as he made profit on every film he made, no matter how low budget or schlocky. Exploit genres.Aim for low profit and even lower budget.Market yourself as legit, cheaply.Exploit undervalued content.Employ hungry amateur talent.Pre-sell your product.Work fast.Reuse assets.Exploit bundles.Always finish or recycle. 1) Exploit genresCorman's films were often labeled as B-movies, Genre films and Exploitation. Exploiting a newly popular subgenre or niche gives you the benefit of being a big fish in a small pond rather than trying to get normal mainstream attention in the already crowded world of games journalism.
Devin Becker's Blog - 10 Things Corman Taught Me About Indie Game Development
Interview: Andrew Doull on Procedural Games | Game of Design
Cary Chichester's Blog - Tutorials of Zelda: When Do Players Get to "Play"?
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. The Zelda games have--at least since Link to The Past--followed the same structure of introducing the player as an average boy of little importance who is quickly called to action to stop an impending evil. Over the years however, greater emphasis has been placed on the games’ story, and consequently the point at which the player answers the call has been pushed back in each game to expound on the plot more. It’s at this point when they arrive at the “tutorial dungeon” that the player finally gets to try their hand at the core Zelda gameplay experience. A Link to the PastTutorial Dungeon: CastleTime to arrive: 2 minutesTime to complete: 20 minutes Oh man, I totally forgot how good it feels to really start playing game after one or two minutes.
From BlenderWiki Introduction Interface This script is meant to save some time and to facilitate the design of bones custom shapes. Warning This might be hard afterwards to select the bone as it is superposed to the mesh. Video demos
Rigging/Auto custom shape
Non-Uniform Transformations Have you ever wanted to just move, scale, or rotate just part of a texture within cycles render nodes, or twist a texture about an axis? Or have you ever wanted to control several texture transformations with a single parameter? Believe it or not, Cycles’ nodes allow us to do this! We just can’t do it with the mapping node. In this series, we aim to add some functionality that the mapping node lacks; namely external translation, rotation, and scale inputs which will allow us to do things we could never do before using the mapping node alone. What You Will Learn In Part 1, we will discuss the functionality we would like to implement, and go over the tools available to us. In Part 2, we will actually be creating our node setups. In Part 3, I will show you a couple examples of how you can use these new nodes to accomplish some more complex texturing tasks and make your node setups a bit easier to manage. Prerequisites Other Resources and Topics of Interest
Custom UV Transformation Nodes for Cycles
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Wargame_[space] | Thinking about history, writing about games
Plants vs. Zombies
Differences between versions Pac-Man’s mouth is always moving, unlike how his mouth would not move unless he was moving. He also has eyes (unlike with the original, which he either didn’t have any or they could not be seen) and has no animation for when moving up and down, as he always faces right and left, even when moving vertically. Scoring and sounds were also changed, as well as the maze. The Escape Route (tunnel) runs from the top and bottom of the screen, rather than the sides, and Pac-Man is invincible while he is in there if he does not (visibly) touch a ghost. There are also diffrent sound effects & no 1up music. Scoring Eat video wafer–1 point Eat power pill–5 points Eat vitamins–100 points Eat ghosts–20, 40, 80, 160 points (in succession) Game variances A slow or a fast-moving Pac-Man can be chosen. Controls Move Pac-Man–joystick Start game–button (also via the Game Reset switch or button on the Atari 2600 console) Bug Hacks Trivia/notes Links
Pac-Man (Atari 2600)
Prince of Persia (commonly abbreviated as POP) is a platform game, originally developed by Jordan Mechner in 1989 for the Apple II, that was widely seen as a great leap forward in the quality of animation seen in computer games. After the original release on the Apple II, Prince of Persia was ported to a wide range of platforms, including the Amiga, Apple Macintosh, DOS, NES, Game Boy, Sega Mega Drive, Game Gear, SNES, Sharp X68000, Atari ST and SAM Coupé. The game managed to surprise and captivate the player despite being at first glance, repetitive. Plot Edit Setting Edit Story The twist is that the game is played in real time, so the Prince must quickly complete the quest without breaks. The game also includes a power bar. In the fourth level, the Prince is forced to jump through a magic mirror that tears his soul apart from him, always leaving him with just one full bottle. Characters Development The game is set in Ancient Persia. Ports The SNES version is also unique. Gameplay Gallery
Prince of Persia
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Ninja Kiwi - Free Online Games, Mobile Games & Tower Defense Games
Published by MECC Developed by MECC Released 1990 Also For Apple II, Atari 8-bit, Macintosh, Windows, Windows 3.x Genre Adventure, Educational, Simulation Perspective 3rd-Person Perspective, Side-Scrolling Sport Hunting Theme Managerial, Real-Time Educational Geography, HistoryDescription As a covered wagon party of pioneers, you head out west from Independence, Missouri to the Willamette River and valley in Oregon. You first must stock up on provisions, and then, while traveling, make... favoritefavoritefavoritefavorite ( 166 reviews ) Click here for the manual. Published by Apogee Software, Ltd. MS-DOS: Oregon Trail Deluxe, The by (1992) favoritefavoritefavoritefavorite ( 81 reviews ) Published by Capcom U.S.A., Inc. Published by Bro/derbund Software, Inc. Published by Bro/derbund Software, Inc. Published by Virgin Interactive Entertainment, Inc. Published by Capcom U.S.A., Inc. Published by Virgin Games, Inc. Software Library: MS-DOS Games software eye favorite 111 comment 6
Software Library: MS-DOS Games : Free Software : Download & Streaming
Curvy is a HTML5 puzzle game using the canvas element. Just rotate the tiles so that like colors connect. Modernizr tells me you don't have canvas support in your browser. Sadly, this game uses technology that's only in browsers with HTML5 support. We've tested Chrome 12, Firefox 4 and Opera 11. Presented to you by FlamingLunchbox is a puzzle, originally for Android phones, using a simple idea. Each Curvy puzzle consists of a grid of hexagonal tiles. Curvy allows a variety of different puzzle sizes, providing puzzles that can be quickly solved as well as more complex versions depending on the size you choose. Upcoming Features High Scores Preferences Want it on Android?
Curvy in HTML5
Syrian Journey is a digital project that explores the exodus of the Syrian people. It is composed of three parts: a ‘newsgame’; survivor’s stories; and discussion about #WhatWouldYouTake. The project aims to bring the audience closer to the plight of Syrian refugees in an interactive and creative way. Platform: Web/Online Press:Kill Screen Awards: 2016 G4C Award Finalist: Most Significant Impact Contact:Email Screenshots: Review the Game
The Migrant Trail is a single-player simulation game examining the life of migrants and border patrol agents on the U.S.-Mexico border as part of The Undocumented transmedia campaign. The player may choose to play as one of several individuals on either side and is always first introduced to a prologue explaining that character’s history and motivations. Gameplay as a migrant is styled after The Oregon Trail, in which the player must purchase supplies for the journey before setting off on the path and encountering events. Additionally, border patrols roam the map, requiring the player to choose paths that avoid patrols or double back in an attempt to escape capture. As a border patrol agent, the player drives one of those same patrol cars, searching for groups attempting to cross the border. The multiple facets behind these two sides are constructed to be complimentary rather than oppositional. Price: Free (Web/Online) Contact:Email Screenshots: Review the Game
The Migrant Trail
Now's the time to submit talks for the Independent Games Summit at GDC 2017! by Staff [09.15.16] Good news, would-be GDC speakers: 2017 Game Developers Conference organizers are now accepting Independent Games Summit talk submissions through Friday, September 23rd. Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Don't Miss: Have @ You! The history of Rogue by Matt Barton, Bill Loguidice [09.14.16] Gamasutra contributors investigate the origins, permutations, and legacy of Rogue, one of the most quietly influential and long-lived games ever created, in this classic feature. Now's the time to submit talks for the Game Career Seminar at GDC 2017! Submit your Summit, VRDC talks for GDC 2017 now! Don't Miss: 10 seminal game postmortems every developer should read by Alex Wawro [08.01.16] These timeless game postmortems, written by pioneering designers like Warren Spector and Dr.
We are very excited to announce some big news! Working with Replay Events Ltd., The Sound Architect will be presenting and hosting a dedicated audio stage at Play Expo Manchester! Founder/CEO Sam Hughes, will be hosting a stage of talks, interviews and some live performances over the course of both days at this year’s Play Expo… Sam Hughes speaks to actress Alix Wilton Regan about her career, her roles in Guitar Hero Live and DragonAge: Inquisition, her charity Play4Calais and more! Sam Hughes speaks to the fantastic Mick Gordon, about his career so far, the DOOM soundtrack, as well as how you get pentagrams and numbers to appear in a spectogram! Sam Hughes speaks to the lovely Rachael Naylor about her acting career, voiceover, The VoiceOver Network, their upcoming events and more! Sam Hughes speaks to Sound Designer/Composer, Matt Griffin, about the game audio for the indie platformer Unbox!
Game Audio – The Sound Architect
BubbleBox.com - Free Online Games
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Interactives & Games | Nature
Game theory studies strategic interaction between individuals in situations called games. Classes of these games have been given names. This is a list of the most commonly studied games Explanation of features Games can have several features, a few of the most common are listed here. Number of players: Each person who makes a choice in a game or who receives a payoff from the outcome of those choices is a player.Strategies per player: In a game each player chooses from a set of possible actions, known as pure strategies. List of games External links Notes Jump up ^ For the cake cutting problem, there is a simple solution if the object to be divided is homogenous; one person cuts, the other chooses who gets which piece (continued for each player). References
List of games in game theory - Wikipedia
Game Theory Icons
Game Types - Game Theory.net
Game-Based Learning & Simulations
World Peace Game (John Hunter game)
Game Design Pixel Editing