Breaking In. Links Few industries can boast the game community's wealth of information and support online.
It's no surprise that game makers are cozy with computers, and we've been sharing our knowledge online since the inception of the Internet. Here are some of the best resources to get you started. Please note that the content linked from this page is not under the control of the IGDA. We will do our best to maintain this list, but we cannot guarantee that all links will be functional.
This is not a complete list of information out there, but certainly should give you a good start! Game Industry Websites Getting a Job in Gaming. Making it in Indie Games. Finishing a game. How do I get started programming games??? 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. I remember maybe 5 years ago I emailed a M.I.T. professor after seeing her on a PBS special talking about AI. I poured my brain into an email to her about my theories on AI development, how machines can be programmed to recognize environments, how emotions can be learned through experience,etc. I spent a good 4 hours writing the email because I felt a connection to this professor’s work. It was an exciting email to write because it was something I was very interested in and I wanted to reach out and talk to someone about it. Lately, because of Indie Game: The Movie and Super Meat Boy, I get several emails/twitter mentions/formspring questions a day from people wanting advice. Where do I start on my dream game idea? Where do I start is the most common type of question I get.
Conclusion. Amit’s Game Programming Information. What’s on this page?
I’m interested in producing complexity out of simple parts. This page contains bookmarks that I collected while working on games; I did not write most of the content linked from here. As a result the set of links here reflects the types of things I needed to know: only a few specific topics (not everything related to game programming), general ideas instead of platform-specific information (graphics, sound, compilers), and ideas and designs instead of source code (I find it easier to go from an idea to code than from code to an idea).
Other sites, like Gamedev Tuts+, Gamedev, and Gamasutra, cover lots more topics than mine does. Determining how to move around on a map is an interesting problem. These pages are about specific techniques for pathfinding and object movement: My current favorite algorithm is A*, because it can handle varying terrain costs well, and it seems to be faster than most graph searching algorithms. Code and Demos Data structures Displaying Tiles. How to program independent games. Critique : Rise of the Videogame Zinesters - Anna Anthropy. De son titre complet, "Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Dropouts, Queers, Housewives, and People Like You Are Taking Back an Art Form", cet ouvrage ne ressemble en rien à la plupart des autres publications traitant de jeu vidéo, comme en atteste d'ailleurs sa couverture torturée : Original, cet ouvrage l'est également dans son propos : il s'agit d'un appel lancé à tous les créateurs amateurs de la planète pour qu'ils s'approprient le jeu vidéo et l'utilisent pour s'exprimer.
Partant du constat que la plupart des titres commerciaux actuels sont le fruit d'un processus de création industriel, où la vision de l' auteur doit s'effacer devant les études de marché, Anna Anthropy déplore ouvertement l'enfermement thématique des jeux actuels. Qui sont les "Zinesters" ? Tout au long de ses 180 pages, cet ouvrage parle de jeux vidéo. Pourtant il ne mentionne pas les Mario, Sonic, Final Fantasy et autres titres célèbres habituellement plébiscités. How to make an Adventure Game. This article will cover what goes into the programming of an adventure game.
The ideas will mostly be implementation agnostic but where code is provided or implementation specifics are discussed they use the Engine project from my book C# Game Programming as a base. All the code is available online under the MIT license. The ideas covered here are widely applicable, navigation meshes very much like the one described are used in games such as Baulder's Gate, Planescape Torment etc. and with very little tweaking such navigation meshes can be used for 3D games, inventory and dialogue systems are also common in games with RPG elements. What are Point and Click adventure games? Point and click adventure games were a popular genre of games in the early 1990s and have recently started to make a bit of a come back. Moving the mouse across items in the scene will highlight their names. Next to the commands panel there's an inventory panel which shows what Guybrush is currently carrying. 1.
(PDF) A documental approach to adventure development.