Motivation is fickle & unreliable, Discipline is a trained skill. Discipline leads to results.
Here is a look at the first stage and boss in Kitty Pot Cracker, a game for Android/Google Play by Cidade Art Productions. Coming out March 2015!
Still at the tightening up/bug testing stage of development and it has to be the toughest part of this process but the most rewarding.
When you need to delete elements mid-sequence you'll maybe reach for a linked list.
Not so fast!
Contiguous buffers is good. Vectors might still be faster, or there may be other possibilities such as 'hosting' your list inside a vector.
The fear of losing the fun of your game when you start implementing analytics is ever present. But taking a look at the classics from which most developers get their inspiration, will reveal seamless ways of integrating game design and analytics.
With money, one thing is constant: Risk. What do you give up to get what you need? And as a startup, where should you look first for money? This is an attempt to answer those questions using my gamedev modification of the pecking order of finance.
15 things to remember when you're going to take a part in game jam.
Are you wondering what engine to learn between Unreal and Unity? Here are 5 reasons why Unreal might not be the best tool to learn at first.
I have a special place in my heart for Grim Fandango. Itís a playable heroís journey but with unionized bees, mad florists and squid-powered subs. Here are the top five favorite game design tips learned while playing Grim Fandango.
"Rubber banding" a principle in which if you stretch too much you get snapped back hard thanks to physics. The blog will deal into how it can be utilized in games to drive engagement.