How are puzzle games designed? Guy Lima

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

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)

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

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)

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

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)

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.

Quadtrees: Implementation

Quadtrees: Implementation

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.

Board Silly (Tabletop Game Design)

Board Silly (Tabletop Game Design)

Two Dev.Mag writers share their board game design experiences: conception, design, production, playtesting.

Using graphs to debug physics, AI, and animation effectively

Using graphs to debug physics, AI, and animation effectively

This article shows how to implement a simple graphical logging system to find errors in physics, AI and animation faster.

Top skills to become a game developer: what South African developers say

Top skills to become a game developer: what South African developers say

South African game developers share what skills they think are important for budding game developers.

Make your logs interactive and squash bugs faster

Make your logs interactive and squash bugs faster

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.

11 Tips for making a fun platformer

11 Tips for making a fun platformer

This article gives handy tips for designing and building a platformer. There are tips for designing the interface, handling jumping and collision boundaries of goodies and baddies, implementing AI, and other ways to make a fun game.

What I Learned from Dungeon Crawl

What I Learned from Dungeon Crawl

Two things are key to becoming a great game designer: making games, and playing games. In this article, Rodain Joubert extracts and explains three game design lessons from playing Dungeon Crawl that revolves around difficulty, providing meaningful decisions, and removing tedium from the game interface.

Making a tester's life less miserable

Making a tester’s life less miserable

To prototype and get early feedback is great for getting rid of bugs, get ideas, test the fun factor, and keep yourself motivated. Use these tips get more players to play your game when it is not finished.

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