The least copied aspect of Rogue is its ingenious item identification system. The system's origins in 1E AD&D. An example of the system in play. What it does well, and the pitfalls in implementing something like it. Closing notes.
On this third episode of the "hobbyst coder", I would like to share my approach to 2d platformer pathfinding. In this first part, we'll be talking about the navigation mesh generation...
In an attempt to go further with the media monitor analysis, I will change the rhythm to a quarterly review schedule, in addition to Special Editions whenever a major event has occurred like the latest GDC one.
Southeast Asian micropublisher Ysbryd Games recently took to PAX East for their first exhibition ever. Here is what they've learned from that week of insanity, new friends, and oh-my-gawd-whys.
Here's how we balanced our last game using a simple model built in MS Excel.
There's been a lot of discussion about how to prevent toxic behavior in players of online competitive games. Today I'd like to suggest a different approach.
A "theoretical" look at how balance could be improved (or hurt) in asymmetric games, using fighting games as the primary example, by utilizing frame data created at the beginning of production as well as discussing balancing issues outside of frame data.
Valve's move to bring paid modding wasn't a surprise but instead another step towards creating their virtual economy. We look into the details and the possible rise of Professional Modding.
In less than a week of submission, my third Ludum Dare entry, Star Driller Ultra has 76 votes, making it the most popular entry Iíve put up in the Game Jam. I have a major confession to make about the game: I hate it.
Would you like a first hand impression of how is it to run a Kickstarter campaign? This article explains in detail our pre-campaign preparation and the first 10 days of it. The first of a 3 part article where we'll discuss in depth our Kickstarster.
Analysing the System Design and Balancing of the turn based top down shooter "Halfway".
I worked on a team for Ludum Dare for the first time. This is my postmortem for our game, Ultra Hat Dimension.