How to design levels for a platformer

This article looks at the process of designing levels for a platformer: from the initial idea to the final playable level.

 
Implementing and Debugging the Perlin Noise Algorithm

This article looks at common errors that can be made when implementing Perlin noise, and give systematic tests to verify for the various steps in the algorithm.

 
Bézier Path Algorithms

This tutorial provides some algorithms useful for working with Bézier curves: determining the length of a piece of curve; interpolating a set of points with a Bézier path; and reducing a large point set to a smooth Bézier curve.

 
How Are Puzzle Games Designed? (Conclusion)

A distillation of the five puzzle game design interviews, taking together advice from Rob Jagnow, Guy Lima, Ted Lauterbach, Teddy Lee, Dave Hall and Teddy Lee.

May 272011
 
Box2DFlash Tutorial

Hello Physics World! This is a Box2DFlash tutorial, showing the basics of using the popular Box2D port in Flash.

 
How are puzzle games designed? Teddy Lee

Teddy Lee (maker of My First First Quantum Translocater and other popular Flash games) gives us his take on puzzle game design.

 
How are puzzle games designed? Dave Hall

In this puzzle game design interview, Dave Hall from Toxic Games tells Dev.Mag how they designed the puzzles for Q.U.B.E.

 
Fives: Artsy Fartsy

In this Fives article, Quinton Bronkhorst looks not at games as art, but the art in games. He is assisted by critic Todger Camembert.

 
How are puzzle games designed? Ted Lauterbach

Ted Lauterbach, creator of the eerie puzzle game, suteF, answers our questions about puzzle game design.

 
How are puzzle games designed? Guy Lima

Dev.Mag talks to Guy Lima, one of the founders of Ragtime Games, on how he and his team designed the puzzles for Continuity, the sliding-tile platform puzzler.

 
How are puzzle games designed? Rob Jagnow

As part of our series of interviews on puzzle game design, we asked Rob Jagnow about his approach. Jagnow is the founder of Lazy 8 Studios, and the designer behind Cogs, the steampunk-themed sliding-tile puzzle game.

 
How are puzzle games designed? (Introduction)

This article gives some background information on puzzle games, and sets the stage for a set of interviews on puzzle game design.

 
Bézier Curves for your Games: A Tutorial

A Bézier curve is a type of curve that is easy to use, and can describe many shapes. This guide gives instructions for implementing algorithms for using Bézier curves in your games.

 
Desktop Dungeons: Design Analysis (Part 2)

In this second part of analyzing Desktop Dungeons, we look at how choices are given meaning not only through their complexity, but also through the role they play in structuring an experience.

 
Starting Small: XNA Framework Guide

This article gives a brief tutorial to XNA, a set of game development tools from Microsoft. The tutorial covers the basics of drawing a sprite, playing sound, and handling input.

 
Desktop Dungeons: Design Analysis (Part 1)

This is the first part of an in-depth look at the design of Desktop Dungeons, the South African game that won the Excellence for Design Award at the IGF. In this part, we look at the player actions, choices, and tension.

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