A little birdie has just perched on our shoulder. That little birdie has said, “Hey, dude, like, Trino is totally available for a sweet download on Xbox Live Community Games now for 400 Microsoft Points.” We do not know where this bird came from, how it’s able to talk or […]
Monthly Archives: May 2009
Glum Buster is a special game, in more ways than one. The core gameplay mechanic might be simple enough – a side scrolling platformer with puzzle elements – but the presentation of the game and the world of Glum is where the magic lies. The game utilises the concept of […]
Glum Buster
Recently, a handful of games portals have begun programs that will allow game developers to have a share of their advertising revenue, offering developers a new way to make money off their, otherwise free, games. This practice has already become fairly widespread in the Flash world; the ease of implementing […]
Money from free games?
This article originally appeared in Dev.Mag Issue 29, released in February 2009 If one had to compile a list of the top ten reasons for envying former Dev.Mag editor-in-chief Rodain “Nandrew” Joubert, coming a close second to his fabulous hair would be his tendency to constantly roll out absolutely fantastic and […]
Whodunnit Review
This article originally appeared in Dev.Mag Issue 25, released in September 2008 Have you ever felt the urge to kill your friends, but held back because those blood stains are such a pain to get out of the carpet? Well then, you need to download yourself a copy of top-down […]
Monochrome review
This article originally appeared in Dev.Mag Issue 26, released in October 2008. After playing the preview code of Multiwinia, Dev.Mag went to have with a chat with Mark Morris, MD of Introversion.
Multiwinia – The Interview
Are you ready to hit the big bad world of game development, start up your own studio, hit that killer idea and rake in all the cash? Oh dear. Dr. Lewis Pulsipher is about to explain a few things to you on Game Career Guide piece entitled Student Illusions About […]
Dispelling the illusion
From time to time, the Wolfire blog throws out something particularly interesting. In this case, it’s a discourse about non-player characters … and how to make players form an emotional connection to them. The Dev.Mag crew is rather divided on this matter, of course. While some of us are deep, […]
NPC: bring the care-face
With recent buzz around Dev.Mag about art games, out of the minds of Terry Cavanagh and Stephen Lavelle, we’re faced with something that epitomizes that very concept – Judith.
Judith
Well, judging for Ludum Dare 14 is finally over. This 48-hour game development competition (awesomely themed “Advancing Wall of Doom”) enjoyed a record-breaking 123 entries this time around, with a lot of high-quality entries on display. The overall winner was Mind Wall, a spatial puzzlers where you have to knock […]
Ludum Dare 14 results
Hello there boys and girls, and welcome to part 4 of the Narrative Guide that will help you on your way to telling the world your story! Please have a seat and relax while we delve even deeper into the magical world of story-telling…
Narrative: Part 4
You remember playing Rogue, right? Of course you do. It’s one of those ubiquitous classics that everybody has gone through at some point or another, no matter how indirectly. Trying to say that you haven’t experienced Rogue is like trying to say that you’ve never played Tower Defense, but happen […]
Read: History of Rogue
The almighty scryers from Gamasutra have deemed our very own feature on the local development environment worthy of their front page! The piece, following the exploits of South African game developers over time, was reposted on Gamasutra in response (sorta) to a similar piece by Joshua Dallman. Much to our […]
Dev.Mag content makes it big
Have you ever been to the Game Developers Conference? Well, we haven’t, but we’re going to hide in a corner and blame it on third-worldliness or something. But for those who haven’t had the opportunity to go this year, there’s a little text adventure over on GameSetWatch which offers a […]
GDC text adventure!
We’ve covered drawing basic meshes, and we’ve covered the all-important transformation functions. We’ve also covered lighting. Now that we have all these basics down, it’s time to start on some of the nifty tricks that you can pull using what we’ve learned.