This is an older article (late last year), but if you’re interested in starting your own game studio you may find it interesting. It’s *not* chock full of details — this is the kind of article you read when you’re just thinking about the idea, not the article you read for details on all the […]
Flocking – AI for Game Developers [Book]
A look inside one of the books offered by O’Reilly — this chapter talks about flocking behavior, which could be useful in a lot of games. 4. Flocking – AI for Game Developers [Book]
Introduction to A* Pathfinding
Most of the time I just want to concentrate on “making a game” and not with the nuts and bolts under the hood. In general I’d rather use a “black box” to do a task than spend time coding it myself. But sometimes it’s good to know what’s going on under the hood. I’ve created […]
Gamasutra: Josh Ge’s Blog – One Year of Roguelike Development FAQs
This is a cool page — leads to conversations about rogue development over on Reddit. Lots of info to browse through… Gamasutra: Josh Ge’s Blog – One Year of Roguelike Development FAQs
Meet the Developer Who Made Games for Three Years While Living on the Streets
I can’t make a game because ________. No matter what you put in that blank, you probably don’t have it close to the guy in the article linked here. Read it — it’s good. Meet the Developer Who Made Games for Three Years While Living on the Streets | Motherboard
Solar2D or Unity for 2D Games?
Updated July 31, 2020 – Originally written about Corona SDK, but that game dev framework has been renamed as Solar2D. My opinion hasn’t changed, even though I’ve created many more games in both since then. Q. I see you do tutorials for both Solar2D and Unity. If I’m just wanting to create 2D games, which […]
2D Game Art for Programmers: Creating seamless 2D grass tiles in vectors using Inkscape
Chris Hildenbrand makes cool 2D art, and now he’s published a cool tutorial on making seamless grass tiles. He shows how to do it using Inkscape, which is a cross-platform, open-source vector drawing program, so you don’t need to form over billions to follow the tutorial. 2D Game Art for Programmers: Creating seamless 2D grass […]
Gamasutra: Shane Neville’s Blog – Making Loot Drops More Engaging in Bunker Punks
I’m currently working on A Dungeon Crawler and a Word Game Had a Baby and one thing I’m struggling with is “tuning” the game. Since pickup items are generated randomly (but weighted) it’s possible to discover a level that can’t be beaten with the items you find. This post gave me some good ideas — […]
Sprite + Prefab Unity 2D Tutorial
I just posted a new (free) tutorial showing how to use a single base prefab and an array of sprites to create multiple prefabs — all different, but similar in action. You’d use this technique in a game where many game objects are of the same type, but just look different (and possibly have some […]
Week 12: Word Dungeons
Back to a single sprint this week and just three user stories: Import word code from Endless Speller game and hook it up. If hero is up against an enemy, he needs to do automatic melee attacks. QA this sprint. Number 2 in the list was finished, although it resulted in a big chunk of […]