Joost van Dongen's Blog
Joost van Dongen is lead programmer and co-founder at Ronimo Games, the Dutch indie studio behind the 2D MOBA Awesomenauts and the side-scrolling strategy games Swords & Soldiers 1 and 2. When still a student Joost was part of the team that made the original version of De Blob. In his spare time Joost created the abstract racing game Proun and the live music performance game Cello Fortress. He also composes music and plays cello. Joost has been writing blogposts at his official dev blog www.joostvandongen.com for years.
Good matchmaking requires thinking about what your game really needs, and maybe even redesigning some aspects to make matchmaking work. This post explores which things to consider and why you need to limit requirements to avoid endless waiting time.
We did a couple of live stage performances where we improvised a new soundtrack to someone playing Journey and Ori And The Blind Forest. This post shares a video compilation of the performance and explains our approach and what did and didn't work.
Reading code from your team members is easier and faster if all code adheres to the same formatting and naming conventions. Also, some C++ code constructions are better avoided altogether. That's why we have a rather strict coding style guide at Ronimo.
Building large codebases requires a structured way of working. This post discusses the coding methodology used at Awesomenauts devs Ronimo. It shows the methodology document we use internally and explains the reasoning behind some of the rules in it.
Joost van Dongen's Comments
[Blog - 07/17/2017 - 10:21]
Thanks Combining live music with ...
Thanks Combining live music with games is still such an unexplored field, I hope more people will come up with interesting stuff in that field. :
[Blog - 07/11/2017 - 11:42]
When a new programmer employee ...
When a new programmer employee or intern joins the team I review all their code before it 's committed for at least a month. I keep doing that until I 'm confident the programmer works according to our style guide, and until I 'm confident in the general quality of ...
[Blog - 01/19/2017 - 09:48]
Joost here, from the Awesomenauts ...
Joost here, from the Awesomenauts team. : r n r nIt 's interesting to read your analysis of why you think the game is fun. A lot of the elements you mention are things we were specifically aiming for during development, so it 's nice to hear they work for ...