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Trinity of Battlefield:Bad Company 2 Audio. What connects the ‘Snowy Mountains’ Theme, the sound of the Yamino Buki and the opening logo from Battlefield Bad Company 2 (BFBC2)?

Trinity of Battlefield:Bad Company 2 Audio

Well, they all feature, to some degree a note or two of Dave Taylor’s bass trombone. It’s place in ‘Snowy Mountains’ is where it all started (around 26 seconds in). Stefan (Strandberg), the Audio Director of Bad Company 2 returned from the orchestral recording session in New York with Mikael (Karlsson) the composer, and one of the first things that he said to me, was that I had to hear the power of this bass trombone player, that literally scared the rest of the orchestra – and yes it was impressive and powerful – a fantastic raw, deep ripping blast. Features - Fight or Flight: The Neuroscience of Survival Horror. Achieving scares and interactivity in the horror genre is no easy feat.

Features - Fight or Flight: The Neuroscience of Survival Horror

Whereas other games challenge the player's ability to solve a puzzle or take down an array of enemies, the survival horror genre challenges a hardwired and highly adaptive response to threats. To establish one good startle, you need to take into account the ability for your design to establish a baseline of expectations with your environment and the purpose of your character in that environment, build anxiety, connect with the character, and remove any control the player may have (consider the importance of the first 10-15 minutes of Dead Space and the player's first encounter with an enemy).

So You Want To Be a Game Designer. Creation of new data types in AS3: Linked List. In computer programming, a data type (or datatype) is a classification identifying one of various types of data, such as floating-point, integer, or Boolean, stating the possible values for that type, the operations that can be done on that type, and the way the values of that type are stored.

Creation of new data types in AS3: Linked List

(source: Wikipedia). Obviously any language is capable to create new data structures. I did not find any complete AS3 complete tutorial to create a new data type from scratch with AS3, so I am writing it by myself. We are going to define a simple linked list data type. Tilebased games in Flash 5 – Part 11 « OutsideOfSociety. Haven´t written in a long time, due to summer, vacation, sun, sandy beaches, beautiful women and warm beers ;) …an excuse as good as any I hope!

Tilebased games in Flash 5 – Part 11 « OutsideOfSociety

Tilebased games in Flash 5 – Part 8b « OutsideOfSociety. I´ve recieved a few mails regarding the z-sorting in the isometric example in tutorial 8.

Tilebased games in Flash 5 – Part 8b « OutsideOfSociety

Which in my example isn´t very good… Like I said, there are probably many ways to do that and how it should be approached probably depends on what kind of game it is, how it works and so on. Anyway… I thought it could be a good idea to make an example. The best way would probably be to just give the tiles and the sprites the depth of their y-position on the screen. But that won´t work in flash, since two movieclips can´t seem to share the same depth, at least not when created. So each tile needs to have a unique depth. Articles. Articles - Procedural Content Generation Wiki. Articles. A Roguelike is usually described as a free turn-based computer game with a strong focus on intricate gameplay and replayability, and an abstract world representation using ASCII-based display, as opposed to 3D graphics.

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Accidental Noise Library. Due in part to the popularity of the game Minecraft there has been a resurgence of interest lately in the idea of a game set in a world made of cubes, constructed of 3D terrain filled with interesting things such as caves, overhangs, and so forth.

Accidental Noise Library

More on Minecraft-type world gen. Generating Worlds in a Minecraft-like Game.

More on Minecraft-type world gen

Continuous Perlin Noise  You probably know the situation.

Continuous Perlin Noise 

It’s 2 am and you can’t sleep because you’r thinking about the big questions of life: Why are we here? What are we here for? Can you make seamless Perlin noise tiles? That last question kept me awake last night. Hal.inria.fr/docs/00/28/87/58/PDF/article.pdf. Www.cs.utah.edu/~shirley/papers/sunsky/sunsky.pdf. Www.vis.uni-stuttgart.de/~kraus/preprints/egsr2004_riley.pdf. Innovation Is About Arguing, Not Brainstorming. Here’s How To Argue Productively. Beyond Terrain Generation: Bringing Worlds in DWARF FORTRESS to Life. When you use traditional terrain generation algorithms, the results you get are mostly lifeless.

Beyond Terrain Generation: Bringing Worlds in DWARF FORTRESS to Life

Throwing in a few chicken here and there helps, but it doesn't give you that fascinating world to explore with its own history where everything you see has a reason. In an interview broadcast live via AiGameDev.com on Sunday, Bay 12 Games' Tarn Adams talked about the details of the world generation in cult hit DWARF FORTRESS, ranging from the low-level elevation algorithms to the simulation of history that makes each world in the game uniquely full of life. Fractal Landscapes Early on in the broadcast, Adams explained how DWARF FORTRESS at the base uses a traditional fractal generation algorithm to create the terrain elevation information.