This coming Sunday there’s a small games event happening locally, a thing I am very much looking forward to; both for reasons of supporting local endeavours of this nature and for the games themselves, as a Super NES plus Street Fighter II Turbo has been announced to be on the agenda. Also Killer Instinct. At… Read More Killer Instinct: ahead of its time?
The 1980’s were in many ways a very technology-driven decade, and in both fact and fiction, computers were making their presence known, from video computer game systems, computer animation and even music videos. And whilst Pac-mania is a well-remembered slice of ’80s popular culture, and film enthusiasts can cite Tron as a hallmark computer-animated release… Read More Looking back at: Dragon’s Lair [arcade]
A smattering of unreleased, unfinished things of mine that may not see the light of day ever. #indiedev #gamedev pic.twitter.com/2kr4x6mgAd — Darth Jayextee (@Jayextee) May 27, 2015 Four screens from games (or mockups thereof) that probably won’t be finished; or at least may live on (as I love re-appropriating my own content, so it won’t… Read More From Twitter: unreleased, unfinished, unknown status
Good artists borrow, great artists steal. – Pablo Picasso This is pretty much the defining quote for the turning point in Random Acts of Mining‘s development, and what saw it become the game it is shaping up to be now. Already-established as a central theme to the development of this game is the concept of procedural… Read More DEVLOG: Random Acts of Mining, part 2 – Shamelessly ripping off another developer
Gaming in 2015, it can be argued (and I will do), is as much about community as it is about games. Why else would a game store client like Steam have a friends list, after all? And this isn’t just about multiplayer, but of sharing experiences. This is as true for shared screenshots on Steam’s… Read More Giving a gift: Sophie Can Haz Milk
It’s a tough thing being an absolute nobody in gamedev. There are far too many questions without answers, all of which can point to “what am I doing wrong?” when in fact the better question should be “what is a more successful developer doing right?“. It’s not much an easier question, but certainly one more… Read More DEVLOG: Random Acts of Mining, part 1 – inspiration
Potential space has been mentioned here as the virtual space in which a player avatar can feasibly exist. We shall explore this space and its properties; most importantly how it can shape the challenge a game presents to the player. To recap: Active space, which we have established is the space a player avatar can… Read More GAMES AS A MANIPULATION OF VIRTUAL SPACE: POTENTIAL SPACE 1