8 In November 2013, two colleagues* and I made 30 games. Although I have done some game prototyping before, working on so many games in such a short period gave me some insights I did not have before. As I said to a friend, it’s like watching a television series in […] Rapid Game Prototyping: Tips for Programmers8 Jan, 2014 in Development / Programming tagged rapid prototyping by Herman Tulleken
13 There is surprising little information available on hex-coordinates, despite how many games use hex grids. In this article I will explain some of the math so that you can do basic geometry in a hex grid, and design more elegant algorithms for your hex-grid games. Geometry with Hex Coordinates31 Aug, 2013 in Mathematics tagged hex coordinate / hex grid / vector math by Herman Tulleken
53 This article gives a set of algorithms for choosing colours procedurally. How to Choose Colours Procedurally (Algorithms)29 Jul, 2012 in Development / Programming tagged algorithm / colour / palette / procedural content by Herman Tulleken
137 This article gives a list of best practices for working with unity: it covers the process, working with art and prefabs, class design, project structure, and many others. 50 Tips for Working with Unity (Best Practices)12 Jul, 2012 in Development tagged best practices / unity by Herman Tulleken
8 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. Implementing and Debugging the Perlin Noise Algorithm25 Jun, 2011 in Programming tagged algorithm / debugging / implementation / perlin noise by Herman Tulleken
17 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. Bézier Path Algorithms23 Jun, 2011 in Mathematics / Programming tagged algorithm / bezier curve / bezier path / curve length / interpolation / sampling by Herman Tulleken
12 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. How Are Puzzle Games Designed? (Conclusion)4 Jun, 2011 in Development / Game Design / Puzzle Game Design tagged difficulty / level design / playtesting / progression / puzzle game design by Herman Tulleken
3 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? Guy Lima2 May, 2011 in Development / Game Design / Interviews / Puzzle Game Design tagged continuity / guy lima / puzzle game design / ragtime games by Herman Tulleken
9 This article gives some background information on puzzle games, and sets the stage for a set of interviews on puzzle game design. How are puzzle games designed? (Introduction)16 Apr, 2011 in Development / Game Design / Puzzle Game Design tagged level design / puzzle game design / puzzle game hisotry by Herman Tulleken
40 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. Bézier Curves for your Games: A Tutorial5 Apr, 2011 in Development / Mathematics / Programming tagged algorithm / bezier curve / bezier path / path / racing line / vector mathematics by Herman Tulleken
1 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. Desktop Dungeons: Design Analysis (Part 2)23 Mar, 2011 in Development / Game Design / Role Playing Game Design tagged desktop dungeons / game design / management / narrative / qcf design by Herman Tulleken
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. Desktop Dungeons: Design Analysis (Part 1)3 Mar, 2011 in Development / Game Design / Role Playing Game Design tagged desktop dungeons / game design / qcf design by Herman Tulleken
6 Quadtrees are 2D data structures, useful for efficient representation of 2D data (such as images), and lookup in a 2D space. This is a simple implementation tutorial. Quadtrees: Implementation23 Feb, 2011 in Development / Programming tagged 2d compression / image compression / issue26 / quadtree / spatial data structure by Herman Tulleken
3 This article shows how to implement a simple graphical logging system to find errors in physics, AI and animation faster. Using graphs to debug physics, AI, and animation effectively9 Feb, 2011 in Development / Programming tagged graphical debugging / javascript / log / logging / regression testing / tools by Herman Tulleken
9 Text files can be messy when logging events from games. In this article, Herman Tulleken shows you how to use HTML, CSS and JavaScript to build visually informative logs that make debugging easier. Make your logs interactive and squash bugs faster25 Jan, 2011 in Development / Programming tagged css / debugging / html / javascript / log / logging / performance / testing / tools by Herman Tulleken