New to game design?
By Liz Lehtonen
Run away. Unless you can deal with most of your brilliant ideas being ignored, working at the whim of marketing, getting critiqued about every-single-decision you make and walk away with a smile on your face…this is not your industry. But if you can keep that smile on your face, we want you. Think I’m wrong? Just go take a look at Metacritic: most games aren’t very good. Do you think this is because the designers are idiots and can’t tell their games suck?
Rubber Band Effect
By Roxanne Blouin-Payer
DTI Software is the world leader for in-flight entertainment (IFE) and was, back in 2011, one of the few companies producing video games for airplane platforms. As a designer, this market represents multiple challenges. A designer’s concern being the quality of the experience she delivers, it was quite hard for me to scope the desired features of the games I was making without any feedback from the players. On the other hand, airplanes are equipped with technology platform almost as varied as the mobile phone market. That means we had to make games for a large range of technologies and interface specifications.
Standing on the shoulders of giants – A history of video game development in India and rise of the independent developers
By Shubhank Mauria
Since the dawn of time, we have insisted on being dragged down into chasing pipe dreams as a means of escapism and to fulfill a desire to be worthy. We love to get rewarded, and palpitate in its anticipation. We are blessed with curiosity, and an active imagination. We love to play as a means of distraction and competition. The consummation of our desires to create and revel results in an exquisite process of ideation matched with the intensity of vehement anticipation of reconciliation between two estranged lovers.
Player behaviour patterns in MMORPGs
By Mirko Suznjevic
Massively Multiplayer Online Role-Playing Games (MMORPGs) as the name suggests are designed for a high number of players. The behaviour of these players has significant impact on various aspects of a MMORPG system, from game design, over server and network load, economic estimates of game profitability, and dynamic adjustments to player demands.
Approxy™’s Cloudpaging: High performance click-and-play gaming
by Bartu Ahiska
Through cloud technologies, we are nearing the end of the era in which users are required to sit through ‘download hell’ in order to play games. Computer games are becoming increasingly larger in size over time, with many games already over 10Gb in size. Delivering such games using full downloads gives a poor user experience as users have to wait for many hours for a full download, wait for the installation, and then wait for any patches and updates to be downloaded and applied. Not only do these steps increase the “time-to-play”, but they also provide more opportunity for things to go wrong.
Introduction to collision detection systems in games
by Reza Nourai
Have you ever played a game and seen one of the characters or objects get stuck in a wall, fall through the ground, or suddenly teleport out of a position they should have never gotten into? These are all cases of collision detection gone wrong. Collision detection and response (the act of correcting the trajectories and positions of objects to prevent penetration) are a key part of making games robust and behave the way the player expects. Having a high performance, reliable collision detection pipeline will enable you to build a more advanced physics simulation with more interesting gameplay scenarios.
2D Collision Detection – Special Cases
by Alexander Adensamer
A child throws a ball at a wall, it bounces off. The child will not even think twice about this occurrence. The ball did so much as touch the wall and bounce off without overlapping the wall even a tiny bit. In fact it is strange to even assume that this could be the case. We have a quite good understanding what happens exactly. The (physical) model we apply here makes use of four different kinds of forces, atoms, molecules and continuous time.
Collision Detection and Spatial Indexes
By Andy Korth and Scott Lembcke
Ninety percent of your time is spent in ten percent of your code, as the old adage goes, so choosing the proper algorithms for that 10% of the code in your game can be key. In the realm of collision detection and other game code, a good broadphase algorithm can be vital for many kinds of games to run in real time if they have a lot of moving objects in the game. A lot of game developers treat this as some sort of voodoo that only middleware can provide for them, but this isn’t the case. A good collision detection broadphase algorithm doesn’t need to be difficult or hopelessly complicated.
What to Know Before Developing for the Android
by Nick Baker
So you’re going to make it big as a mobile developer? If this is your plan, then be sure to plan ahead. One summer ago I decided I was going to create a game from scratch in three months, then become rich. You probably don’t know my name or the game I made, which is a clear indication my plan to get rich off of mobile development didn’t occur.
Connecting Stage Objects and Custom Classes in ActionScript 3.0
by Dana Vrajitoru
In this article we will discuss some issues related to setting up the interface elements in a Flash / ActionScript 3.0 application. Specifically, how to create these objects using two methods, using the Flash components that can be added by click-and-drag directly to the stage, and programmatically. We will discuss the second object in an object oriented context involving user-defined classes.
Interview with Awem
The answer is in the name. It is to be casual – easy to learn and play. Most our players say that our games are addictive and have good visual representation. As for me, I enjoy playing games for fun, not thinking too hard over the game-play. So, fun and addictiveness are the key features.
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