Archive for Vol. 17

Videogame Project Management for Hobbyists and Students

Aug 31, 2010

Joe L. recently wrote: “I’m confident with my ability in programming and art. One area I’m less confident in is my ability to mentally visualize a process from start to finish. The act of mapping out a project can be very daunting to me. Any advice you can offer on good game project management would… Read more »

General Concepts for Beginning Developers

Aug 28, 2010

Often, in covering the specifics of examples, the general issues and strategies get overlooked. In this post, we’ll focus instead on general issues and strategies. A scattershot approach is taken to cover a lot of information here – by all means, skim and skip for what’s relevant to the sort of challenges that you’re running… Read more »

Doing More With Less: Short Videogame Design

Aug 17, 2010

Rapid advances in computing, design community discourse, and demographic variation continues to make game development and distribution easier each year, prompting a tidal wave of new games. Although console manufacturers historically limited the number of annual releases, the internet and smartphone app spaces have no such restrictions. Videogames used to be light on content due… Read more »

The Making of A-10 Thunderbolt 2

Aug 16, 2010

What follows is about a little Processing demonstration (not)game that I made titled “A-10 Thunderbolt 2.” Complete final source code is provided, as is the code from incremental stages of development. Processing A-10 was created using “Processing” (version 2.0.2). For more on Processing, please see the last section of my previous article Platformer Game Source… Read more »

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