Exploring achievements in Cogmind, covering why and how they were selected and organized, the creation of 256 icons, and the underlying implementation including related UI features and Steam integration.
This week's highlights include a piece on random number generation in classic games, what the upcoming Tetris Effect can learn from other classic updates, & lots more.
Recently a new method of estimating sales data for games on steam based on achievment stats showed up on the site barter.vg. I reverse engineered it then improved upon it, and here's how.
One indie team lead shares her lessons learned from mistakes made when launching her studio's biggest game, Moon Hunters, in 2016.
POSTMORTEMS is a new book of selected design essays by Raph Koster, covering a quarter-century of online game design from MUDs through major MMOs like Ultima Online and Star Wars Galaxies. Here is an exclusive excerpt.
Building scalable and flexible level generation isn't easy. So I started a research project and wound up launching a game on Steam.
Mostly a development update on my indie game (Steel Hunters), some highlights, some budget low-low-low-low-lights (and publishing? maybe?), environment creation/iteration, gameplay this and that, MICROMORTS/Banana Equivalent Dose, and syyyystems design!
How do you get more content from your current social materials without creating something new?
This week's highlights include a discussion on 'asset flips' and store-bought assets for games, an emotive postmortem of canned arcade game Primal Rage II, and lots more besides.
Like every year, this is the time for a look at the performance of the many E3 announcements in terms of media coverage.