Jesse's back with the second of a series of articles featuring an in-depth discussion of programming principles, with a focus on how they apply in Video Game programming. The topic this time is a very important principle - "Ya Ain't Gonna Need It"
This question is often asked at the beginning of a new game project, and the decision has profound effects on its whole life cycle and possibly even on its follow up projects. Here’s how and why we have chosen to answer this question over the last decade.
Part Three. These are my memories... Growing up in a world with 3 TV channels and paper mail... My years writing some of the earliest 8-bit games (CRISIS MOUNTAIN, DINO EGGS, SHORT CIRCUIT)... And now reviving my best-selling game as DINO EGGS: REBIRTH.
For a new style of game, I looked back at some old style AI code for inspiration. This turn-based game plays like an arcade-game, so speed and flexibility are very important.
A brief look at the makings of the Amazon Fire TV version of the popular indie hit Shovel Knight. This retrospective focuses on the technical factors that made the conversion a smooth and successful port.
Let Final Fantasy V's recent "HD remake" be a cautionary tale. We lay out some best practices for HD remakes from our own experiences.