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Auston Montville's Blog

 

Auston Montville is a Game Developer at TOO DX. He believes in making honest games that will improve the world, even if only in the slightest way. You can reach him on twitter @piidx, or follow his company at www.toodx.com.

 

Member Blogs

Posted by Auston Montville on Wed, 05 Nov 2014 02:08:00 EST in Programming, Console/PC, Indie
Due to the fact that certain aspects of Unity are non deterministic, building a replay system that only saves the game's input took a little bit of effort. Find out how to get around Unity's non deterministic systems for efficient replays.


Posted by Auston Montville on Thu, 15 May 2014 03:57:00 EDT in Design, Console/PC, Indie
Why is it that multiplayer games are more fun when other people are physically nearby? Even experiences like Twitch Plays Pokemon are more fun in crowds. Find out why games are like relationships and what's important when designing a couch-op experience.



Auston Montville's Comments

Comment In: [Blog - 11/05/2014 - 02:08]

The diff files are a ...

The diff files are a great addition when you 're doing builds I 'd say. What I liked about debugging in the editor was that I could turn on Error Pause and figure out what my issue was. If the next frame continued the game correctly, I 'd see that ...

Comment In: [Blog - 10/20/2014 - 02:36]

This shouldn 't only be ...

This shouldn 't only be considered in games with a sense of adventure. Many successful fighting games have an established world and style, such as Street Fighter, Smash Bros, or Guilty Gear. Most players will just play versus, but they can feel the story through the backgrounds, characters, and interface. ...

Comment In: [Blog - 03/04/2014 - 05:12]

For predicting position, you can ...

For predicting position, you can calculate your velocity before hand, and then move afterwards. What this will require you to do is take control of when you deal with collisions, instead of just using Unity 's OnCollision functions. r n r nSo, in you OnCollision code you 'd have something ...