Archive for Vol. 56

Degamification of Games

Dec 3, 2013

Is your game still fun to play without scores, limited lives, ammo limits, and restricted access? Related: consider why Game Genie was so successful. Here are the invulnerability and unlimited ammo settings from the MechWarrior 2 (1995) options menu, available right out of the box, as mentioned in the video: I’d love to see a… Read more »

Simple AI Chase, Minigolf Roll, Color Key Collision Map (Processing Video Tutorials)

Nov 19, 2013

These continue the series of videos I’ve recorded for Computer as an Expressive Medium, using the free development/prototyping environment from For this newer round of labs and video tutorials, I’ve transitioned from walking through how to do something to instead beginning with setting up the goal, broken into written steps, for students or others… Read more »

Brevity in Presentation

Nov 17, 2013

Talking about a game succinctly can be incredibly challenging. Prototyping aside, even within the hobbyist or independent scale fully developing a videogame often ties up at least a few dozen hours on the game jam extreme of the spectrum, outside of which development time easily stretches into hundreds upon hundreds or even thousands of hours… Read more »

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