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Loopholes in Game Design

 Posted by Julian Pritchard on 7 May 2012  Game Design  3 Responses »  Tagged with: design, exploits, game design, loopholes
May 072012
 
Loopholes in Game Design

I had just finished working on my latest card game; I was rather chuffed with it: the rules were elegant and nuanced: there was a wealth of strategies you could use in the game. I explained the rules to two friends, and they began to play. I was expecting them to be amazed with the [...]

Video Game Audio: Diegesis Theory

 Posted by Dave Russell on 19 April 2012  Game Design, Sound  No Responses »  Tagged with: audio, diegesis, fourth wall, game design, sound
Apr 192012
 
Video Game Audio: Diegesis Theory

In a previous article, we looked at the diegesis theory of interface design. The theory can also be applied to audio design. This is a look into the design of audio for games, and how diegesis theory can help us structure our thoughts.

Crunch Time

 Posted by Julian Pritchard on 27 February 2012  Development, Production  5 Responses »  Tagged with: Crunch, Development, Finance, Production, Satire
Feb 272012
 
Crunch Time

This article looks at crunch time, its effects on the development process and the developers themselves, how to avoid it, and how to deal with it if it does come.

How to design levels for a platformer

 Posted by Diorgo Jonkers on 4 July 2011  Development, Game Design, Platform Game Design  7 Responses »  Tagged with: deisgm process, level game design, platform game design
Jul 042011
 
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

 Posted by Herman Tulleken on 25 June 2011  Programming  5 Responses »  Tagged with: algorithm, debugging, implementation, perlin noise
Jun 252011
 
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

 Posted by Herman Tulleken on 23 June 2011  Mathematics, Programming  2 Responses »  Tagged with: algorithm, bezier curve, bezier path, curve length, interpolation, sampling
Jun 232011
 
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)

 Posted by Herman Tulleken on 4 June 2011  Development, Game Design, Puzzle Game Design  6 Responses »  Tagged with: difficulty, level design, playtesting, progression, puzzle game design
Jun 042011
 
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.

Box2DFlash Tutorial

 Posted by Ricky Abell on 27 May 2011  Development, Programming  2 Responses »  Tagged with: 2d, actionscript, as3, box2d, box2dflash, flash, physics
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

 Posted by Dev.Mag on 23 May 2011  Development, Game Design, Interviews, Puzzle Game Design  3 Responses »  Tagged with: level design, my first quantum translocator, puzzle game design, teddy lee
May 232011
 
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

 Posted by Van Wyk Louw on 16 May 2011  Development, Game Design, Interviews, Puzzle Game Design  1 Response »  Tagged with: dave hall, level design, puzzle game design, qube
May 162011
 
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.

How are puzzle games designed? Ted Lauterbach

 Posted by Dev.Mag on 9 May 2011  Development, Game Design, Interviews, Puzzle Game Design  3 Responses »  Tagged with: level design, puzzle game design, sutef, ted lauterbach
May 092011
 
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

 Posted by Herman Tulleken on 2 May 2011  Development, Game Design, Interviews, Puzzle Game Design  No Responses »  Tagged with: continuity, guy lima, puzzle game design, ragtime games
May 022011
 
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

 Posted by Dev.Mag on 26 April 2011  Development, Game Design, Interviews, Puzzle Game Design  No Responses »  Tagged with: cogs, puzzle game design, rob jagnow
Apr 262011
 
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)

 Posted by Herman Tulleken on 16 April 2011  Development, Game Design, Puzzle Game Design  2 Responses »  Tagged with: level design, puzzle game design, puzzle game hisotry
Apr 162011
 
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

 Posted by Herman Tulleken on 5 April 2011  Development, Mathematics, Programming  10 Responses »  Tagged with: algorithm, bezier curve, bezier path, path, racing line, vector mathematics
Apr 052011
 
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)

 Posted by Dev.Mag on 23 March 2011  Development, Game Design, Role Playing Game Design  No Responses »  Tagged with: desktop dungeons, game design, management, narrative, qcf design
Mar 232011
 
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.

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Popular Posts

  • How to Use Perlin Noise in Your Games (Originally appeared in Dev.Mag Issue 20, released in February 2008.) Perlin noise is the foundation...
  • 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...
  • Flash for Free This article originally appeared in Dev.Mag Issue 28, released in January 2009. Many of you have...
  • 11 Tips for making a fun platformer This article gives handy tips for designing and building a platformer. There are tips for designing...
  • Video game user interface design: Diegesis theory In this article, the Dave Russell introduces the basic concepts of diegesis theory in video game...
  • Poisson Disk Sampling This article originally appeared in Dev.Mag Issue 21, released in March 2008. One way to...
  • 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...
  • How are puzzle games designed? (Introduction) This article gives some background information on puzzle games, and sets the stage for a set of...
  • Zero Budget Indie Marketing Guide Today's game market is, by all accounts, saturated. There's simply not enough time for people...
  • Basic Collision Detection in 2D - Part 1 This article originally appeared in Dev.Mag Issue 28, released in January 2009. Almost every...

Recent Comments

  • avatarJulian Pritchard { I find that the essence of great indie games comes from knowing their core rules. If all gameplay adheres to the core rules, then emergent... } – May 11, 9:11 PM
  • avatarAmir Barak { Insanely detailed, well written and an interesting read :D Being in the process of developing a game that has a web of interconnected rules and... } – May 11, 5:17 PM
  • avatarJarrod Swartz { Great article! Very informative. } – May 08, 9:51 AM
  • avatarAditya { Nothing to beat a simple tutorial with Actual Screen shots. } – Apr 26, 9:44 PM
  • avatarDiorgo Jonkers { Thanks for the feedback Ben, max and cool math :) Glad you found it useful. } – Apr 23, 8:56 PM

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