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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 […]

2D Boy game framework released


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 […]

Old platforming fun




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 […]

The triumph of time


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 […]

New Game.Dev prototype…


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 […]

BSP rendering in XNA



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 […]

New Game Design Challenge


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 […]

Zeno Clash 2 announced


Tiga, a UK trade organisation that represents all game developers, from published to indie, plans to team up with distance learning institution Train2Game in order to provide independent input on course content and examinations, as well as ultimately award diplomas to graduating students. Train2Game’s courses are “designed by the industry […]

Train2Game %2B Tiga = weighty qualification?



Hey, remember that time we told you about the release of Marble Blast Mobile? Gee whiz, it only seems like last week! Now for your reading pleasure is a post-mortem on the process of delivering a product that was formerly on platforms like the PC and Xbox Live to the […]

Marble Blast Mobile postmortem


Nostalgic readers can once again rest easy. All 29 old PDF issues are once again available for download from our reworked archive page. We’ll continue to rehost chosen articles on the website, but the downloadable files will once again be available for anyone to grab and consume at their leisure, […]

PDFs return


Game Poetry is a nice place. It doesn’t update as often as we’d like, but makes up for this with quality writing that is often quite useful. This time, the subject is Best Practices with Version Control, a follow-up piece to their earlier introduction to the Subversion control system. While […]

Game Poetry: Version control



Anybody remember the original Marble Blast? It’s a game that has become synonomous with the rise of GarageGames – you know, that industrious little group responsible for cool stuff like the Torque engine and the Great Games Experiment. Now they’re selling Marble Blast Mobile, an iPhone version of their classic […]

Marble Blast Mobile released


Bigpoint GmbH, video game developer and host of their eponymous games portal with 30 games and an alleged 64 million user base which had, up until recently, listed only first party games, is now opening its proverbial doors to external developers. The inception of their DevLounge will allow any developer […]

Bigpoint sharpens developer base


Since we never pass up an opportunity to blab about how cool we are (you don’t start up an online magazine if you’re not already a bunch of attention-craving little gits), we’re giving you a little heads-up: South Africans should be able to catch us on tonight’s airing of The […]

Dev.Mag on GO