mtowber + gamedev   75

Lost Garden: Loops and Arcs
"Here are two tools I've been using lately to better understand the functionality of my game designs.  The first is the loop, a structure that should be very familiar to those who have looked into skill atoms.  The second is the arc."
gamedev  articles 
4 weeks ago by mtowber
Gamasutra - Features - Creating A Glitch In the Industry
"And I don't have an extensive background in game design -- I'm learning as I go -- but one thing that's really obvious is making a good single-player game is really hard. Making a good multiplayer game is like maybe not exponentially harder but much, like an order of magnitude harder. And making a massively multiplayer game is just fucking retardedly hard compared to either of them because it has to be fun in the minute-to-minute thing, and it has to be fun with other people doing stuff that affects the state of the game around you, and it has to scale."
games  gamedev  interviews 
december 2010 by mtowber
Deep Thoughts: Why Games Are So Weirdly Fun « GameCrashers
"Even at the start there was something different about video games — something way more engrossing — and I’m trying to figure out exactly what it is."
games  gamedev  psychology 
april 2010 by mtowber
Less Talk More Rock- Boing Boing
"The native language of video games is neither spoken nor written"
gamedev  illustration 
march 2010 by mtowber
Please Finish Your Game - Chris Hecker's Website
Quoting Miyamoto, "A delayed game is eventually good, a bad game is bad forever."
gamedev 
march 2010 by mtowber
Movement Mechanics in “The Legend of Zelda” « Troy Gilbert
"Let’s start our deconstruction with the most basic feature of the player’s character, Link: his movement."
zelda  gamedev  games 
march 2010 by mtowber
Metagames and Containers – Sleepover
"My favorite video games tend to have a very par tic u lar, yet highly abstract, aspect to them. I love games with a clear set of rules com bined with an envi­ron ment to sup port the explo ration of those rules and the dis­cov ery of their boundaries."
games  design  gamedev 
january 2010 by mtowber
GAME THEORY; Battling Little Monsters in the Schoolyard - The New York Times
''Three to six girls can play in a game. Everyone starts out with 10 Self-Esteem points. When other girls humiliate and abuse you, you get really embarrassed and lose your self-esteem. If your Self-Esteem goes down to zero, you become, like, totally mortified and a loser and have to sit out for the rest of the game.''
games  psychology  gamedev  articles 
september 2009 by mtowber
Create Digital Motion » Open Emu: Free Game Emulation on Mac, Quartz Composer - Even VJ with Games
"Open Emu makes emulation of classic game systems a “first-class citizen” on the Mac. But if it were just a game emulator, well, it wouldn’t be news. What makes it news is that at its core, Open Emu is an open source platform and modular architecture into which your favorite game systems can be added as plug-ins. And thanks to that architecture, you can treat your favorite game systems as though they’re modules in a grand, 8-bit modular visual synth, crunching their textures into geometry, adding real-time effects, and controlling the whole thing with multiple controllers, audio, and MIDI."
games  gamedev 
june 2009 by mtowber
flixel
"flixel is a completely free collection of Actionscript 3 files that helps organize, automate, and optimize Flash games; an object-oriented framework that lets anyone create original and complex games with thousands of objects on screen in just a few hours, without using any of the Flash libraries."
gamedev  flash  as3 
june 2009 by mtowber
2D Boy's Rapid Prototyping Framework
"We’re starting to dip our toes in the waters of prototyping again. One of the first steps was trim down the framework we built for World of Goo and gear it towards a rapid prototyping workflow."
gamedev  games  c++ 
may 2009 by mtowber
Early 8-bit Sounds from _why's Bloopsaphone - Ideas For Dozens
"Bloopsaphone is a Ruby library for making 8-bit music and sound effects. _why intends it to be used by the kids to enhance their video games and what not."
ruby  music  games  gamedev 
may 2009 by mtowber
Post Position » Video Games Tending To Zero
Musings on the most minimal games. "There are some things that all of these games have in common: Something surprising happens in all of them, and that surprising thing is critical to the gameplay."
games  gamedev 
may 2009 by mtowber
MeggyJrRGB - a set on Flickr
"Meggy Jr RGB is an open-source kit to build your own pixel-based video games based on an 8x8 RGB LED Matrix."
flickr  games  diy  gamedev 
april 2009 by mtowber
Third Cog Software - Cfxr
"...a simple means of getting basic sound effects into a game for those people who were working hard to get their entries done within the 48 hours and didn't have time to spend looking for suitable ways of doing this."
audio  gamedev  games  osx  software 
april 2009 by mtowber
Project Horseshoe, 2007, report, section 5
"Skill atoms are a technique for modeling the player’s experience throughout the game. The designer breaks their game down into a series of interactive loops that describe how the player learns a specific skill. Each learning loop is known as a ‘skill atom’. Skill atoms can be strung together in a graph to form ‘skill chains’."
games  gamedev 
february 2009 by mtowber
LÖVE - Free 2D Game Engine
"LÖVE is an unquestionably awesome 2D game engine, which allows rapid game development and prototyping in Lua."
games  gamedev  programming  lua  opensource  devlopment 
january 2009 by mtowber
Gamasutra - The Designer's Notebook: Numbers, Emotions, and Behavior
"Can games be realistic emotional simulators? Game designer and writer Ernest Adams explores in depth how AI might actually emulate human emotions."
games  gamedev  ai  psychology 
january 2009 by mtowber
Box2D - Home
C++ physics engine, recently ported to the iPhone
c++  physics  development  iphone  games  gamedev 
january 2009 by mtowber
RetroGameZone
so much incredible sprite artwork
design  games  art  gamedev  reference  archive 
december 2008 by mtowber
ATMachine's House of LucasArts and Sierra Oddities
much classic goodness - i'm fairly obsessed with adventure games recently.
gamedev  games  history 
december 2008 by mtowber
Lost Garden: The Princess Rescuing Application: Slides
"My talk was on building an application that rescued princesses. The goal was to give interaction designers some insight into how game design might be applied to the domain of more utilitarian applications."
games  gamedev  usability  ux  ucd  webdesign 
october 2008 by mtowber
Namco’s Ms. Pac-Man Game Controls | Touch Arcade
different control methods for iPhone games...the winner, in this case: surprisingly, swiping
games  gamedev  usability  hci  interface  ui 
july 2008 by mtowber
Games Without Frontiers: Go Ahead, Punk, Make Your Game
On Blast Works' detailed level creator. "What I discovered is, as you might expect, it's pretty damn hard to make a fun game. You'll probably fail."
gamedev  games  articles 
july 2008 by mtowber
Song Summoner: Square Enix Goes iPod | Game | Life from Wired.com
"From the looks of things, the game acts like the old Barcode Battler -- using the data from the songs stored in your iTunes library to create an infinite variety of different soldiers to fight in your army."
games  mobile  gamedev 
july 2008 by mtowber
Cactus Milk - BlockOn!
built in 3 hours by the inimitable cactus
games  gamedev 
july 2008 by mtowber
Inside Neopets Creators' Ambitious New MMO | Game | Life
"The new MMO's website will have a Flash game similar to Snake built into it. But instead of simply hoping for a high score, players maneuver the snake around the board in a hunt for pellets with the ultimate goal of making the snake come to life."
games  mmorpg  gamedev 
july 2008 by mtowber
IndieCade - official game selections
"International Festivals of Independent Games"
games  gamedev 
april 2008 by mtowber
Nocturnal.insomniacgames.com
open source game building tools initiative
opensource  games  programming  gamedev 
february 2008 by mtowber

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