May 312009
 
The super ninja rapid prototyping diary

In the game development world, a lot of beginners have a rather intense hatred for game prototyping. After all, it usually produces a rushed product that’s full of bugs and crappy graphics – a far cry from the uber-sweet, kill-yo-kitten-with-an-axe MMORPG system that they had in mind with all the coolest items, characters and groundbreaking [...]

May 312009
 
Sunday gaming: Cat Gets 100 Stars

Righto, here’s a humble little offering from Nekogames that can test your thinking and reflexes on a lazy Sunday afternoon: Cat Gets 100 Stars is about as simple as it sounds, with the player controlling a cat which, for some reason, needs to find 100 stars inside a small room. Some of the stars are [...]

Living on the EDGE

 Posted by on 30 May 2009  News  No Responses »
May 302009
 
Living on the EDGE

Beware, indies. If you don’t behave, eat all of your veggies or pay careful attention to remarkably contrived IP complaints, then Kotaku says that the Tim Langdell monster will come to take you away. We were kinda shocked by the news that Mobigames’ iPhone title, EDGE, was taken off the App store because, lo and [...]

Plants vs Zombies interview

 Posted by on 30 May 2009  News  No Responses »
May 302009
 
Plants vs Zombies interview

Over on Gamezebo, Plants vs Zombies creator George Fan gets a good ol’ chatting-to. Now, we know that some indies out there dislike the idea of a heartless bugger of a casual game getting all the limelight over innovative and blood/sweat/tear offerings from lonely basement coders, but a cool game is a freakin’ cool game [...]

2D Boy game framework released

 Posted by on 29 May 2009  News  No Responses »
May 292009
 
2D Boy game framework released

2D Boy has released some nicely-trimmed source code for the rapid game prototyping framework they used to create World of Goo. Awesome? Awesome. Like any good rapid framework thingie, 2D Boy’s offering focuses on two things: (1) minimising the code overhead for a new game and (2) providing all the laborious basics for developers so [...]

 
Getting More out of Seamless Tiles

We have used tiles to decorate our living spaces for more than 4000 years. Tiles have several properties that make them attractive for use: they can be mass-produced; they are easy to build with (because of their geometric properties); and combinations of tiles lead to a huge number of decorative options. Early game makers recognised [...]

Old platforming fun

 Posted by on 27 May 2009  News  No Responses »
May 272009
 
Old platforming fun

Okay, quick post today because we’re lazy and tired. That, and a gigantic electro-bird has just make a gigantic poop on our Internet’s fancy new jacket. Go figure. Ever wondered what made old platformers great? One would expect new game developers to successfully identify and capitalise on the strong points of these “oldie but goodies”, [...]

May 262009
 
Gamasutra interviews Epic's Sweeney
 
Narrative: Part 5 - What's he talking about

Introduction We’ve come a long way, and we’re almost there! Telling a story can be pretty easy, but really grasping the ins and outs of what goes into proper narrative is a little bit more challenging. But that’s why you have this guide! Before spit-polishing our final story, we need to tackle only one more [...]

The triumph of time

 Posted by on 25 May 2009  News  No Responses »
May 252009
 
The triumph of time

We found this stray wandering around the TIGForums and decided to take it home with us. The Triumph of Time is a realtime puzzle/strategy game thing set in space, with antimatter steadily encroaching upon your solar system and trying to devour all that you know and love. The premise sounds simple enough (and hey, the [...]

New Game.Dev prototype…

 Posted by on 23 May 2009  News  No Responses »
May 232009
 
New Game.Dev prototype...

Something new comes out of Game.Dev today – well okay, no, it’s not really new, we know, but it’s still important. Dev.Mag writer Nandrew takes an old promising prototype and expands on it, reworking the control scheme and making even more devious puzzles to solve. If it was ever uncertain whether or not this game [...]

BSP rendering in XNA

 Posted by on 22 May 2009  News  No Responses »
May 222009
 
BSP rendering in XNA

Aside from Luma’s awesome Marble Blast Mobile release last week (which we’ll keep yammering about until the light finally dies in our eyes – go go impartial journalism!), we haven’t had much to report on from an ever-so-South-African context, so it’s nice when we see more local stuff being kicked onto the front porch. SAGD [...]

 
Back off, indies!

The other day (and by that, I mean “some undetermined date a really, really long time ago”) I was having a typical gamer’s discussion inside a typical gamer’s forum. The topic: piracy and all the pain, chaos, death and homeless devs that it brings about.

New Game Design Challenge

 Posted by on 21 May 2009  News  No Responses »
May 212009
 
New Game Design Challenge

GameCareerGuide.com‘s been holding fancy game design challenges (one or two of which we may have mentioned in past issues) for quite some time now, each challenging inchoate Molyneuxs to flex their design muscles and create something special. The newest incarnation is no exception, with its relevant topic and somewhat interesting challenge: ‘Create a game that [...]

Zeno Clash 2 announced

 Posted by on 20 May 2009  News  No Responses »
May 202009
 
Zeno Clash 2 announced

The embers of the original Zeno Clash game are barely cold in the fireplace and we’ve already caught wind of a second game to rekindle the flames. That’s right, Zeno Clash 2 is apparently on its way, this time promising a bigger game world, more expositions and something about RPG elements. Neato! Accompanying this news [...]

 
National Defense 2 Review

When he’s not busy correcting the spelling of teenagers on the Internet or cracking the whip over his lackeys, Dev Mag’s very own editor Claudio “Chippit” de Sa has been known to delve in a bit of game development himself. National Defense is one of his creations, and it’s a great example to show what a [...]

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