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.