Archive for the ‘game design’ Category
Friday, October 24th, 2008
I've played about 5 mins of Spore in a games store, so I'm in no position to review it. Draconian DRM issues aside, I wasn't all that impressed with my brief time in the Cell stage, although I was distracted by the gross-out slimy controllers, caked in grease from the ...
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Thursday, May 1st, 2008
Some game design quotes at RandomTerrian.
There are some pearls of wisdom here, eg:
For me the retrogaming movement is more than just nostalgia of misty eyed Gen X'ers. It's a reaction to the current graphical overkill, the simulation obsessed gaming environment of the late 90s. In our quest for absolute graphical ...
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Wednesday, April 2nd, 2008
The 400 Project is an expanding list of "400 game design rules". I suspect the project may have stalled at rule #112 .. still, there's some juicy stuff in there. I also suspect that for at least half these 'rules' there is at least one professional developer somewhere who would ...
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Sunday, March 30th, 2008
There's a nice little writeup on Gamasutra describing how the crazy gravity in Super Mario Galaxy was implemented, including demo sourcecode. It's not 'real' physics (no surprises there ....). Essentially, Mario's orientation is corrected to smoothly align with the surface normal of the closest 'ground' polygon.
This is the first in ...
Posted in code, game design | No Comments »