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Stephen Horn's Comments

Comment In: [Blog - 12/09/2015 - 10:28]

I assume it was just ...

I assume it was just a lazy example, and that the blog post was just sticking the thought out there that nowadays more game devs need to worry about cache-friendliness than algorithms. r n r nI think that 's a perfectly valid point. As engines in particular have matured, all ...

Comment In: [News - 11/17/2015 - 02:32]

@Alejandro Universities are, sadly, oftentimes ...

@Alejandro Universities are, sadly, oftentimes the worst places for free speech protection in the U.S. More often than not, the argument is that the speech of some inhibits the speech of others by way of hurting their feelings. r n r nTake the recent tumult at Brown University, in which ...

Comment In: [Blog - 11/10/2015 - 04:44]

I can 't speak for ...

I can 't speak for everyone, but 99 of my time in Skyrim was spent aimlessly wandering, oblivious to the quest markers. Other landmark icons, however, were a different matter altogether. Walking down a road, I was always drawn to whatever new dungeon, cave, or fortress that appeared on my ...

Comment In: [News - 11/02/2015 - 04:03]

@Bryant: Ah, I see. Hopefully ...

@Bryant: Ah, I see. Hopefully you can see how I parsed that quote, though, that lead me to conclude otherwise.

Comment In: [Blog - 10/30/2015 - 12:43]

In the 9x days, a ...

In the 9x days, a lot of PC games with joystick support would implement their own deadzone logic, as well as joystick calibration. Many were the times that I was asked to move the stick to the upper left, then lower right, then back to center.

Comment In: [Blog - 10/22/2015 - 02:24]

I 'm sure any publicly-traded ...

I 'm sure any publicly-traded company, when shown enough zeroes on the check, will concede any IP rights they own. But since Square has confirmed that they are actively working on an FFVII remake/remaster, and have multiple spin-off series, that the number of zeroes involved in using that particular IP ...

Comment In: [Blog - 10/14/2015 - 03:46]

Actually, Javier, what developers used ...

Actually, Javier, what developers used to do was make sure every game frame did, in fact, run in the same amount of time. This would be why the post 's author inserted manual loops to take up time when monsters didn 't have to draw - he was making sure ...

Comment In: [Blog - 09/25/2015 - 12:31]

I 've no problem trusting ...

I 've no problem trusting people/curators who play certain types of games 24/7 and are pretty much the experts in those games suggesting me what 's worth trying or not. r n r nSuggesting, yes. I like suggestions, especially from game devs and designers who like, work on, or think ...

Comment In: [News - 09/23/2015 - 05:52]

That makes me wonder: How ...

That makes me wonder: How many game designers seriously study the principles of magic and misdirection It seems like a natural tool to use in games.

Comment In: [Blog - 09/18/2015 - 01:30]

Have you considered imposing a ...

Have you considered imposing a movement penalty to squares adjacent to the enemy Many turn-based tactical games have some concept of rough terrain which reduces a character 's ability to move. Considering terrain adjacent to an enemy to be rough terrain would allow characters out in the open to close ...

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