
There have been sometime somekind fashion to create games with advanced physics engines especially in the commercial world. Slowly physics have sneaked to the indie scene too in games like Gish. Physics can create some interesting concepts and new twists to gameplay. Large and complicated physics are still very hard to program for hobbyists but it doesn’t block using them in your small budget games. In most times you don’t need full physic engines to achieve needed realism or neat effects. Lately I have played little with these ideas which originated from my recent physics studies. In this article I’m going to share some thoughs about some relatively small ideas how to implement physics in your game.
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I’m person who likes to plan things out before starting something. It’s pretty useful skill in various things including art and yes, game design. Why planning is important? And when it’s needed and when it’s rather useless? How to plan? I’m going to cover these topics in this article about planning when developing games.
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Most of us have creative blocks occasionally when it’s hard to come up any new game ideas. This kind of problem led me to ponder some different ways how game idea can born. Developer can start their idea from theme, game mechanic or story. What are benefits of these different ways? How to feed your imagination? Some of my thoughts about these subjects I have written for you to think about. (more…)
In First impression is important -article I covered some important things which developer should take account to ensure player’s interest to the game. In this article I’m going to talk little about releasing your W.I.Ps and completed games. How to get as much attention as possible? I have noted some common things in well released games and made many mistakes myself and earned precious knowledge. So I will share some of my experience to you.
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Yesterday YYG announced winners of the Ancient Civilization Competition and new competition based on co-operation was launched. Official rules you can read here.
I’m probably going to enter this competition because it looks pretty interesting concept. I just have develop ed three initial concepts and have to decide which of them turn to a game. Due this theme I decided to talk little about co-operation which could be implemented in games.
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“I have this idea of 3d MMORPG where you can train mounts, kill trolls, mine gold….” Before you start to plan your new WoW, stop to think about what it really takes to make this kind of game. Large teams and couple of millions bucks to spend. I guess you don’t have neither huge team or money. So calm yourself and accept the truth that you aren’t ready today, or tomorrow, or day after tomorrow to do that huge games, atleast alone. So start with something smaller.
In this article I will cover some of the basic mistakes what I have seen especially in Game Maker world where new users have too big plans compared to their skills.
I’m not going to explain how beginning user should learn his or her tool be it Game Maker, C++ or any other. I’m going more to how to avoid some basic mistakes in game design when starting first projects.
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Sometime ago I was reading this at Making Casual Games blog. After being couple of years developing games with Game Maker, I just can’t agree more with the article. When it comes to freeware and shareware games, it’s very important to give good first impression to the player. In this article I will cover some of my thoughts related to the first impressions.
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I have been very sick this whole week (strange how I always catch somekind flu etc when vacation starts) and have been very bored. Luckily I found this great blog by Danc, Lost Garden. It’s great resource for free graphics, game design articles and game concepts. I have now explored nearly whole site and I’m very delighted how much quality stuff there is. I really recommend to give a look for this site if you are interested game development or games in general. It’s just great.
Lost Garden