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.
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.
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.
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.
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.
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.
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.