Are you over 18 and want to see adult content?
More Annotations
Бот №1 для игры В окопе | работает с выключенным ПК
Are you over 18 and want to see adult content?
Logic Pro X Templates, Ableton Templates and much more
Are you over 18 and want to see adult content?
آموزشگاه زبان | موسسه زبان ایرانمهر
Are you over 18 and want to see adult content?
Favourite Annotations
A complete backup of mikeindustries.com
Are you over 18 and want to see adult content?
A complete backup of osmanhomestore.com
Are you over 18 and want to see adult content?
A complete backup of seizetheawkward.org
Are you over 18 and want to see adult content?
A complete backup of heartfulness.org
Are you over 18 and want to see adult content?
A complete backup of daylightbooks.org
Are you over 18 and want to see adult content?
A complete backup of disabilitymuseum.org
Are you over 18 and want to see adult content?
Text
GAMES FROM WITHIN
The two most common approaches are starting from the theme, and starting from the mechanics. For example, in Lasting Legacy, we quickly came up with occupations like Family Doctor or Ball Organizer from the theme, and figured out what useful things they could do in the game (heal people, and attract new friends respectively). ABOUT – GAMES FROM WITHIN About. Noel is an independent game developer. Currently prototyping different ideas. His latest games are Subterfuge (2015), Casey’s Contraptions (2011), and Flower Garden (2009). He earned an M.S. in Computer Science from the University of North Carolina at Chapel Hill, and a B.S. in Computer Systems Engineering from the University ofDEALING CARDS
Most of my games and prototypes lately are very board gamey and almost always involve dealing random “cards” to create a hand of cards. For example, in Subterfuge players have the choice of one of three specialists every few hours, which is similar to dealing 3 random cards and having the player pick one.. You would think that dealing cards at random would be trivially easy to implement. START PRE-ALLOCATING AND STOP WORRYINGSIMPLE IS BEAUTIFUL
Goals. The ultimate reason to write code is to have the computer carry out a sequence of instructions. In our case, that sequence of instructions is a game or a tool to help create the game. It is tempting to think of the computer as the “audience” for our program, but it is not a very good audience. It is way too forgiving,and as long as
FUNDAMENTALLY AGILE
What exactly is the key concept behind agile development? One possible definition is “a set of techniques and procedures with minimal overhead that allow us to make sound, just-in-time decisions.”. There are several important parts to that definition: Decisions: It’s not about the code, or the team, or the tests. It’s aboutdecisions.
SOMETIMES YOU HAVE TO LET GO A lot more than I can realistic expect it to sell. Let’s reeeeeally stretch the meaning of “successful” and say that the goal is that we should each make $50K per year. That’s a total of $300K after the cut from the stores, or about $430K in sales. At $15 per sale, that’s almost 30K sales, and most Steam games don’t come evenclose
DATA-ORIENTED DESIGN (OR WHY YOU MIGHT BE SHOOTINGSEE MORE ONGAMESFROMWITHIN.COM
CONTACT – GAMES FROM WITHIN I've closed the contact form due to spam. You can reach me on Twitter if you need to get in touch. PROTOTYPING: YOU’RE (PROBABLY) DOING IT WRONG A good game prototype is something fast/cheap that allows you to answer a specific question about your game. The key points there are fast/cheap and specific question. It’s not a level of a game, it’s not a “vertical slice”, and it’s certainly not an engine for the game. Chris Hecker and Chaim Gingold gave one of the bestGAMES FROM WITHIN
The two most common approaches are starting from the theme, and starting from the mechanics. For example, in Lasting Legacy, we quickly came up with occupations like Family Doctor or Ball Organizer from the theme, and figured out what useful things they could do in the game (heal people, and attract new friends respectively). ABOUT – GAMES FROM WITHIN About. Noel is an independent game developer. Currently prototyping different ideas. His latest games are Subterfuge (2015), Casey’s Contraptions (2011), and Flower Garden (2009). He earned an M.S. in Computer Science from the University of North Carolina at Chapel Hill, and a B.S. in Computer Systems Engineering from the University ofDEALING CARDS
Most of my games and prototypes lately are very board gamey and almost always involve dealing random “cards” to create a hand of cards. For example, in Subterfuge players have the choice of one of three specialists every few hours, which is similar to dealing 3 random cards and having the player pick one.. You would think that dealing cards at random would be trivially easy to implement. START PRE-ALLOCATING AND STOP WORRYINGSIMPLE IS BEAUTIFUL
Goals. The ultimate reason to write code is to have the computer carry out a sequence of instructions. In our case, that sequence of instructions is a game or a tool to help create the game. It is tempting to think of the computer as the “audience” for our program, but it is not a very good audience. It is way too forgiving,and as long as
FUNDAMENTALLY AGILE
What exactly is the key concept behind agile development? One possible definition is “a set of techniques and procedures with minimal overhead that allow us to make sound, just-in-time decisions.”. There are several important parts to that definition: Decisions: It’s not about the code, or the team, or the tests. It’s aboutdecisions.
SOMETIMES YOU HAVE TO LET GO A lot more than I can realistic expect it to sell. Let’s reeeeeally stretch the meaning of “successful” and say that the goal is that we should each make $50K per year. That’s a total of $300K after the cut from the stores, or about $430K in sales. At $15 per sale, that’s almost 30K sales, and most Steam games don’t come evenclose
DATA-ORIENTED DESIGN (OR WHY YOU MIGHT BE SHOOTINGSEE MORE ONGAMESFROMWITHIN.COM
CONTACT – GAMES FROM WITHIN I've closed the contact form due to spam. You can reach me on Twitter if you need to get in touch. PROTOTYPING: YOU’RE (PROBABLY) DOING IT WRONG A good game prototype is something fast/cheap that allows you to answer a specific question about your game. The key points there are fast/cheap and specific question. It’s not a level of a game, it’s not a “vertical slice”, and it’s certainly not an engine for the game. Chris Hecker and Chaim Gingold gave one of the best ABOUT – GAMES FROM WITHIN About. Noel is an independent game developer. Currently prototyping different ideas. His latest games are Subterfuge (2015), Casey’s Contraptions (2011), and Flower Garden (2009). He earned an M.S. in Computer Science from the University of North Carolina at Chapel Hill, and a B.S. in Computer Systems Engineering from the University of GRAPHICS – GAMES FROM WITHIN One of the items in my ever-growing list of things to write about, is the rendering techniques I used in Flower Garden. In the end, it would make for a post with lots of pretty pictures, but there’s nothing particularly ground-breaking. TOOLS – GAMES FROM WITHIN One of the many overdue things I wanted to do, was to finally ditch OpenGL ES 1.1 and move to 2.0 exclusively. Yes, even if you’re only doing a 2D game, OpenGL ES 2.0 is way worth it. There were even a couple of cases during Casey’s Contraptions that we wanted a particular effect, and couldn’t get it quite right, but it wouldhave been
FUNDAMENTALLY AGILE
What exactly is the key concept behind agile development? One possible definition is “a set of techniques and procedures with minimal overhead that allow us to make sound, just-in-time decisions.”. There are several important parts to that definition: Decisions: It’s not about the code, or the team, or the tests. It’s aboutdecisions.
STEPPING THROUGH THE LOOKING GLASS: TEST-DRIVEN GAME TDD development has a very well defined, short cycle, usually only taking a few minutes per cycle: Write a single test for a very small piece of functionality. Run it and see it fail (or not even compile in C++). Write code to make the test compile and pass. Run the test andsee it pass.
MANAGING DATA RELATIONSHIPS Data Relationships. Data is everything that is not code: meshes and textures, animations and skeletons, game entities and pathfinding networks, sounds and text, cut scene descriptions and dialog trees. Our lives would be made simpler if data simply lived in memory, each bit totally isolated from the rest, but that’s not the case. STEPPING THROUGH THE LOOKING GLASS: TEST-DRIVEN GAME Stepping Through the Looking Glass: Test-Driven Game Development (Part 2) Part 1 of this article provided just a glimpse of what was behind the looking glass. Now we’re ready to dive in all the way and look at how we can apply test-driven development to games. Be warned: the looking glass is very much one-way only. CONTACT – GAMES FROM WITHIN I've closed the contact form due to spam. You can reach me on Twitter if you need to get in touch.CPPUNITLITE2 1.1
CppUnitLite2 1.1. At this point, we have been using CppUnitLite2 for a year at High Moon Studios doing test-driven development on Windows, Xbox 360, and some PS3. It has been used to unit test libraries of an engine, pipeline tools, GUI applications, and production game code. CppUnitLite2_1_1.tar.gz. About a year ago, I wrote an article LASTING LEGACY RULEBOOK Lasting Legacy Rulebook. There’s nothing like writing down all the rules for a game to keep yourself honest. You can quickly see if complexity is spiraling out of control, and, most importantly, you get to see if your expectations of the design match the reality of the game. So I decided to write a “rulebook” for Lasting Legacy.GAMES FROM WITHIN
The two most common approaches are starting from the theme, and starting from the mechanics. For example, in Lasting Legacy, we quickly came up with occupations like Family Doctor or Ball Organizer from the theme, and figured out what useful things they could do in the game (heal people, and attract new friends respectively). ABOUT – GAMES FROM WITHIN About. Noel is an independent game developer. Currently prototyping different ideas. His latest games are Subterfuge (2015), Casey’s Contraptions (2011), and Flower Garden (2009). He earned an M.S. in Computer Science from the University of North Carolina at Chapel Hill, and a B.S. in Computer Systems Engineering from the University ofDEALING CARDS
Most of my games and prototypes lately are very board gamey and almost always involve dealing random “cards” to create a hand of cards. For example, in Subterfuge players have the choice of one of three specialists every few hours, which is similar to dealing 3 random cards and having the player pick one.. You would think that dealing cards at random would be trivially easy to implement.SIMPLE IS BEAUTIFUL
Goals. The ultimate reason to write code is to have the computer carry out a sequence of instructions. In our case, that sequence of instructions is a game or a tool to help create the game. It is tempting to think of the computer as the “audience” for our program, but it is not a very good audience. It is way too forgiving,and as long as
START PRE-ALLOCATING AND STOP WORRYINGFUNDAMENTALLY AGILE
What exactly is the key concept behind agile development? One possible definition is “a set of techniques and procedures with minimal overhead that allow us to make sound, just-in-time decisions.”. There are several important parts to that definition: Decisions: It’s not about the code, or the team, or the tests. It’s aboutdecisions.
SOMETIMES YOU HAVE TO LET GO A lot more than I can realistic expect it to sell. Let’s reeeeeally stretch the meaning of “successful” and say that the goal is that we should each make $50K per year. That’s a total of $300K after the cut from the stores, or about $430K in sales. At $15 per sale, that’s almost 30K sales, and most Steam games don’t come evenclose
PROTOTYPING: YOU’RE (PROBABLY) DOING IT WRONG A good game prototype is something fast/cheap that allows you to answer a specific question about your game. The key points there are fast/cheap and specific question. It’s not a level of a game, it’s not a “vertical slice”, and it’s certainly not an engine for the game. Chris Hecker and Chaim Gingold gave one of the best CONTACT – GAMES FROM WITHIN I've closed the contact form due to spam. You can reach me on Twitter if you need to get in touch. STEPPING THROUGH THE LOOKING GLASS: TEST-DRIVEN GAME Stepping Through the Looking Glass: Test-Driven Game Development (Part 2) Part 1 of this article provided just a glimpse of what was behind the looking glass. Now we’re ready to dive in all the way and look at how we can apply test-driven development to games. Be warned: the looking glass is very much one-way only.GAMES FROM WITHIN
The two most common approaches are starting from the theme, and starting from the mechanics. For example, in Lasting Legacy, we quickly came up with occupations like Family Doctor or Ball Organizer from the theme, and figured out what useful things they could do in the game (heal people, and attract new friends respectively). ABOUT – GAMES FROM WITHIN About. Noel is an independent game developer. Currently prototyping different ideas. His latest games are Subterfuge (2015), Casey’s Contraptions (2011), and Flower Garden (2009). He earned an M.S. in Computer Science from the University of North Carolina at Chapel Hill, and a B.S. in Computer Systems Engineering from the University ofDEALING CARDS
Most of my games and prototypes lately are very board gamey and almost always involve dealing random “cards” to create a hand of cards. For example, in Subterfuge players have the choice of one of three specialists every few hours, which is similar to dealing 3 random cards and having the player pick one.. You would think that dealing cards at random would be trivially easy to implement.SIMPLE IS BEAUTIFUL
Goals. The ultimate reason to write code is to have the computer carry out a sequence of instructions. In our case, that sequence of instructions is a game or a tool to help create the game. It is tempting to think of the computer as the “audience” for our program, but it is not a very good audience. It is way too forgiving,and as long as
START PRE-ALLOCATING AND STOP WORRYINGFUNDAMENTALLY AGILE
What exactly is the key concept behind agile development? One possible definition is “a set of techniques and procedures with minimal overhead that allow us to make sound, just-in-time decisions.”. There are several important parts to that definition: Decisions: It’s not about the code, or the team, or the tests. It’s aboutdecisions.
SOMETIMES YOU HAVE TO LET GO A lot more than I can realistic expect it to sell. Let’s reeeeeally stretch the meaning of “successful” and say that the goal is that we should each make $50K per year. That’s a total of $300K after the cut from the stores, or about $430K in sales. At $15 per sale, that’s almost 30K sales, and most Steam games don’t come evenclose
PROTOTYPING: YOU’RE (PROBABLY) DOING IT WRONG A good game prototype is something fast/cheap that allows you to answer a specific question about your game. The key points there are fast/cheap and specific question. It’s not a level of a game, it’s not a “vertical slice”, and it’s certainly not an engine for the game. Chris Hecker and Chaim Gingold gave one of the best CONTACT – GAMES FROM WITHIN I've closed the contact form due to spam. You can reach me on Twitter if you need to get in touch. STEPPING THROUGH THE LOOKING GLASS: TEST-DRIVEN GAME Stepping Through the Looking Glass: Test-Driven Game Development (Part 2) Part 1 of this article provided just a glimpse of what was behind the looking glass. Now we’re ready to dive in all the way and look at how we can apply test-driven development to games. Be warned: the looking glass is very much one-way only. GRAPHICS – GAMES FROM WITHIN One of the items in my ever-growing list of things to write about, is the rendering techniques I used in Flower Garden. In the end, it would make for a post with lots of pretty pictures, but there’s nothing particularly ground-breaking. TOOLS – GAMES FROM WITHIN One of the many overdue things I wanted to do, was to finally ditch OpenGL ES 1.1 and move to 2.0 exclusively. Yes, even if you’re only doing a 2D game, OpenGL ES 2.0 is way worth it. There were even a couple of cases during Casey’s Contraptions that we wanted a particular effect, and couldn’t get it quite right, but it wouldhave been
GAMES FROM WITHIN
Lasting Legacy is a fairly unique game, so it doesn’t quite fit in any predetermined genre. The closest category would be single-player, turn-based simulation, although the simulation part in Lasting Legacy is very light (unlike something like Sim City or The Sims ), and in that respect it’s more like a board game.FUNDAMENTALLY AGILE
What exactly is the key concept behind agile development? One possible definition is “a set of techniques and procedures with minimal overhead that allow us to make sound, just-in-time decisions.”. There are several important parts to that definition: Decisions: It’s not about the code, or the team, or the tests. It’s aboutdecisions.
WHAT’S YOUR PAIN THRESHOLD? 0 to 2 seconds. Programmer stays in the flow. Productivity is way high. 2 to 8 seconds. Flow is broken. Definite feel of things being a bit painful and sluggish. 8 to 30 seconds. Attention wanders to other parts of the code, email, etc. Multitasking kicks in and overall productivity plummets. STEPPING THROUGH THE LOOKING GLASS: TEST-DRIVEN GAME Stepping Through the Looking Glass: Test-Driven Game Development (Part 2) Part 1 of this article provided just a glimpse of what was behind the looking glass. Now we’re ready to dive in all the way and look at how we can apply test-driven development to games. Be warned: the looking glass is very much one-way only.CPPUNITLITE2 1.1
CppUnitLite2 1.1. At this point, we have been using CppUnitLite2 for a year at High Moon Studios doing test-driven development on Windows, Xbox 360, and some PS3. It has been used to unit test libraries of an engine, pipeline tools, GUI applications, and production game code. CppUnitLite2_1_1.tar.gz. About a year ago, I wrote an article LASTING LEGACY RULEBOOK Lasting Legacy Rulebook. There’s nothing like writing down all the rules for a game to keep yourself honest. You can quickly see if complexity is spiraling out of control, and, most importantly, you get to see if your expectations of the design match the reality of the game. So I decided to write a “rulebook” for Lasting Legacy. STEPPING THROUGH THE LOOKING GLASS: TEST-DRIVEN GAME TDD development has a very well defined, short cycle, usually only taking a few minutes per cycle: Write a single test for a very small piece of functionality. Run it and see it fail (or not even compile in C++). Write code to make the test compile and pass. Run the test andsee it pass.
DATA-ORIENTED DESIGN (OR WHY YOU MIGHT BE SHOOTING Data-oriented design is a different way to approach program design that addresses all these problems. Procedural programming focuses on procedure calls as its main element, and OOP deals primarily withobjects.
GAMES FROM WITHIN
The two most common approaches are starting from the theme, and starting from the mechanics. For example, in Lasting Legacy, we quickly came up with occupations like Family Doctor or Ball Organizer from the theme, and figured out what useful things they could do in the game (heal people, and attract new friends respectively). ABOUT – GAMES FROM WITHIN About. Noel is an independent game developer. Currently prototyping different ideas. His latest games are Subterfuge (2015), Casey’s Contraptions (2011), and Flower Garden (2009). He earned an M.S. in Computer Science from the University of North Carolina at Chapel Hill, and a B.S. in Computer Systems Engineering from the University ofDEALING CARDS
Most of my games and prototypes lately are very board gamey and almost always involve dealing random “cards” to create a hand of cards. For example, in Subterfuge players have the choice of one of three specialists every few hours, which is similar to dealing 3 random cards and having the player pick one.. You would think that dealing cards at random would be trivially easy to implement.SIMPLE IS BEAUTIFUL
Goals. The ultimate reason to write code is to have the computer carry out a sequence of instructions. In our case, that sequence of instructions is a game or a tool to help create the game. It is tempting to think of the computer as the “audience” for our program, but it is not a very good audience. It is way too forgiving,and as long as
START PRE-ALLOCATING AND STOP WORRYINGFUNDAMENTALLY AGILE
What exactly is the key concept behind agile development? One possible definition is “a set of techniques and procedures with minimal overhead that allow us to make sound, just-in-time decisions.”. There are several important parts to that definition: Decisions: It’s not about the code, or the team, or the tests. It’s aboutdecisions.
SOMETIMES YOU HAVE TO LET GO A lot more than I can realistic expect it to sell. Let’s reeeeeally stretch the meaning of “successful” and say that the goal is that we should each make $50K per year. That’s a total of $300K after the cut from the stores, or about $430K in sales. At $15 per sale, that’s almost 30K sales, and most Steam games don’t come evenclose
PROTOTYPING: YOU’RE (PROBABLY) DOING IT WRONG A good game prototype is something fast/cheap that allows you to answer a specific question about your game. The key points there are fast/cheap and specific question. It’s not a level of a game, it’s not a “vertical slice”, and it’s certainly not an engine for the game. Chris Hecker and Chaim Gingold gave one of the best CONTACT – GAMES FROM WITHIN I've closed the contact form due to spam. You can reach me on Twitter if you need to get in touch. STEPPING THROUGH THE LOOKING GLASS: TEST-DRIVEN GAME Stepping Through the Looking Glass: Test-Driven Game Development (Part 2) Part 1 of this article provided just a glimpse of what was behind the looking glass. Now we’re ready to dive in all the way and look at how we can apply test-driven development to games. Be warned: the looking glass is very much one-way only.GAMES FROM WITHIN
The two most common approaches are starting from the theme, and starting from the mechanics. For example, in Lasting Legacy, we quickly came up with occupations like Family Doctor or Ball Organizer from the theme, and figured out what useful things they could do in the game (heal people, and attract new friends respectively). ABOUT – GAMES FROM WITHIN About. Noel is an independent game developer. Currently prototyping different ideas. His latest games are Subterfuge (2015), Casey’s Contraptions (2011), and Flower Garden (2009). He earned an M.S. in Computer Science from the University of North Carolina at Chapel Hill, and a B.S. in Computer Systems Engineering from the University ofDEALING CARDS
Most of my games and prototypes lately are very board gamey and almost always involve dealing random “cards” to create a hand of cards. For example, in Subterfuge players have the choice of one of three specialists every few hours, which is similar to dealing 3 random cards and having the player pick one.. You would think that dealing cards at random would be trivially easy to implement.SIMPLE IS BEAUTIFUL
Goals. The ultimate reason to write code is to have the computer carry out a sequence of instructions. In our case, that sequence of instructions is a game or a tool to help create the game. It is tempting to think of the computer as the “audience” for our program, but it is not a very good audience. It is way too forgiving,and as long as
START PRE-ALLOCATING AND STOP WORRYINGFUNDAMENTALLY AGILE
What exactly is the key concept behind agile development? One possible definition is “a set of techniques and procedures with minimal overhead that allow us to make sound, just-in-time decisions.”. There are several important parts to that definition: Decisions: It’s not about the code, or the team, or the tests. It’s aboutdecisions.
SOMETIMES YOU HAVE TO LET GO A lot more than I can realistic expect it to sell. Let’s reeeeeally stretch the meaning of “successful” and say that the goal is that we should each make $50K per year. That’s a total of $300K after the cut from the stores, or about $430K in sales. At $15 per sale, that’s almost 30K sales, and most Steam games don’t come evenclose
PROTOTYPING: YOU’RE (PROBABLY) DOING IT WRONG A good game prototype is something fast/cheap that allows you to answer a specific question about your game. The key points there are fast/cheap and specific question. It’s not a level of a game, it’s not a “vertical slice”, and it’s certainly not an engine for the game. Chris Hecker and Chaim Gingold gave one of the best CONTACT – GAMES FROM WITHIN I've closed the contact form due to spam. You can reach me on Twitter if you need to get in touch. STEPPING THROUGH THE LOOKING GLASS: TEST-DRIVEN GAME Stepping Through the Looking Glass: Test-Driven Game Development (Part 2) Part 1 of this article provided just a glimpse of what was behind the looking glass. Now we’re ready to dive in all the way and look at how we can apply test-driven development to games. Be warned: the looking glass is very much one-way only. GRAPHICS – GAMES FROM WITHIN One of the items in my ever-growing list of things to write about, is the rendering techniques I used in Flower Garden. In the end, it would make for a post with lots of pretty pictures, but there’s nothing particularly ground-breaking. TOOLS – GAMES FROM WITHIN One of the many overdue things I wanted to do, was to finally ditch OpenGL ES 1.1 and move to 2.0 exclusively. Yes, even if you’re only doing a 2D game, OpenGL ES 2.0 is way worth it. There were even a couple of cases during Casey’s Contraptions that we wanted a particular effect, and couldn’t get it quite right, but it wouldhave been
GAMES FROM WITHIN
Lasting Legacy is a fairly unique game, so it doesn’t quite fit in any predetermined genre. The closest category would be single-player, turn-based simulation, although the simulation part in Lasting Legacy is very light (unlike something like Sim City or The Sims ), and in that respect it’s more like a board game.FUNDAMENTALLY AGILE
What exactly is the key concept behind agile development? One possible definition is “a set of techniques and procedures with minimal overhead that allow us to make sound, just-in-time decisions.”. There are several important parts to that definition: Decisions: It’s not about the code, or the team, or the tests. It’s aboutdecisions.
WHAT’S YOUR PAIN THRESHOLD? 0 to 2 seconds. Programmer stays in the flow. Productivity is way high. 2 to 8 seconds. Flow is broken. Definite feel of things being a bit painful and sluggish. 8 to 30 seconds. Attention wanders to other parts of the code, email, etc. Multitasking kicks in and overall productivity plummets. STEPPING THROUGH THE LOOKING GLASS: TEST-DRIVEN GAME Stepping Through the Looking Glass: Test-Driven Game Development (Part 2) Part 1 of this article provided just a glimpse of what was behind the looking glass. Now we’re ready to dive in all the way and look at how we can apply test-driven development to games. Be warned: the looking glass is very much one-way only.CPPUNITLITE2 1.1
CppUnitLite2 1.1. At this point, we have been using CppUnitLite2 for a year at High Moon Studios doing test-driven development on Windows, Xbox 360, and some PS3. It has been used to unit test libraries of an engine, pipeline tools, GUI applications, and production game code. CppUnitLite2_1_1.tar.gz. About a year ago, I wrote an article LASTING LEGACY RULEBOOK Lasting Legacy Rulebook. There’s nothing like writing down all the rules for a game to keep yourself honest. You can quickly see if complexity is spiraling out of control, and, most importantly, you get to see if your expectations of the design match the reality of the game. So I decided to write a “rulebook” for Lasting Legacy. STEPPING THROUGH THE LOOKING GLASS: TEST-DRIVEN GAME TDD development has a very well defined, short cycle, usually only taking a few minutes per cycle: Write a single test for a very small piece of functionality. Run it and see it fail (or not even compile in C++). Write code to make the test compile and pass. Run the test andsee it pass.
DATA-ORIENTED DESIGN (OR WHY YOU MIGHT BE SHOOTING Data-oriented design is a different way to approach program design that addresses all these problems. Procedural programming focuses on procedure calls as its main element, and OOP deals primarily withobjects.
GAMES FROM WITHIN
The two most common approaches are starting from the theme, and starting from the mechanics. For example, in Lasting Legacy, we quickly came up with occupations like Family Doctor or Ball Organizer from the theme, and figured out what useful things they could do in the game (heal people, and attract new friends respectively). ABOUT – GAMES FROM WITHIN About. Noel is an independent game developer. Currently prototyping different ideas. His latest games are Subterfuge (2015), Casey’s Contraptions (2011), and Flower Garden (2009). He earned an M.S. in Computer Science from the University of North Carolina at Chapel Hill, and a B.S. in Computer Systems Engineering from the University ofDEALING CARDS
Most of my games and prototypes lately are very board gamey and almost always involve dealing random “cards” to create a hand of cards. For example, in Subterfuge players have the choice of one of three specialists every few hours, which is similar to dealing 3 random cards and having the player pick one.. You would think that dealing cards at random would be trivially easy to implement.SIMPLE IS BEAUTIFUL
Goals. The ultimate reason to write code is to have the computer carry out a sequence of instructions. In our case, that sequence of instructions is a game or a tool to help create the game. It is tempting to think of the computer as the “audience” for our program, but it is not a very good audience. It is way too forgiving,and as long as
START PRE-ALLOCATING AND STOP WORRYINGFUNDAMENTALLY AGILE
What exactly is the key concept behind agile development? One possible definition is “a set of techniques and procedures with minimal overhead that allow us to make sound, just-in-time decisions.”. There are several important parts to that definition: Decisions: It’s not about the code, or the team, or the tests. It’s aboutdecisions.
SOMETIMES YOU HAVE TO LET GO A lot more than I can realistic expect it to sell. Let’s reeeeeally stretch the meaning of “successful” and say that the goal is that we should each make $50K per year. That’s a total of $300K after the cut from the stores, or about $430K in sales. At $15 per sale, that’s almost 30K sales, and most Steam games don’t come evenclose
PROTOTYPING: YOU’RE (PROBABLY) DOING IT WRONG A good game prototype is something fast/cheap that allows you to answer a specific question about your game. The key points there are fast/cheap and specific question. It’s not a level of a game, it’s not a “vertical slice”, and it’s certainly not an engine for the game. Chris Hecker and Chaim Gingold gave one of the best CONTACT – GAMES FROM WITHIN I've closed the contact form due to spam. You can reach me on Twitter if you need to get in touch. STEPPING THROUGH THE LOOKING GLASS: TEST-DRIVEN GAME Stepping Through the Looking Glass: Test-Driven Game Development (Part 2) Part 1 of this article provided just a glimpse of what was behind the looking glass. Now we’re ready to dive in all the way and look at how we can apply test-driven development to games. Be warned: the looking glass is very much one-way only.GAMES FROM WITHIN
The two most common approaches are starting from the theme, and starting from the mechanics. For example, in Lasting Legacy, we quickly came up with occupations like Family Doctor or Ball Organizer from the theme, and figured out what useful things they could do in the game (heal people, and attract new friends respectively). ABOUT – GAMES FROM WITHIN About. Noel is an independent game developer. Currently prototyping different ideas. His latest games are Subterfuge (2015), Casey’s Contraptions (2011), and Flower Garden (2009). He earned an M.S. in Computer Science from the University of North Carolina at Chapel Hill, and a B.S. in Computer Systems Engineering from the University ofDEALING CARDS
Most of my games and prototypes lately are very board gamey and almost always involve dealing random “cards” to create a hand of cards. For example, in Subterfuge players have the choice of one of three specialists every few hours, which is similar to dealing 3 random cards and having the player pick one.. You would think that dealing cards at random would be trivially easy to implement.SIMPLE IS BEAUTIFUL
Goals. The ultimate reason to write code is to have the computer carry out a sequence of instructions. In our case, that sequence of instructions is a game or a tool to help create the game. It is tempting to think of the computer as the “audience” for our program, but it is not a very good audience. It is way too forgiving,and as long as
START PRE-ALLOCATING AND STOP WORRYINGFUNDAMENTALLY AGILE
What exactly is the key concept behind agile development? One possible definition is “a set of techniques and procedures with minimal overhead that allow us to make sound, just-in-time decisions.”. There are several important parts to that definition: Decisions: It’s not about the code, or the team, or the tests. It’s aboutdecisions.
SOMETIMES YOU HAVE TO LET GO A lot more than I can realistic expect it to sell. Let’s reeeeeally stretch the meaning of “successful” and say that the goal is that we should each make $50K per year. That’s a total of $300K after the cut from the stores, or about $430K in sales. At $15 per sale, that’s almost 30K sales, and most Steam games don’t come evenclose
PROTOTYPING: YOU’RE (PROBABLY) DOING IT WRONG A good game prototype is something fast/cheap that allows you to answer a specific question about your game. The key points there are fast/cheap and specific question. It’s not a level of a game, it’s not a “vertical slice”, and it’s certainly not an engine for the game. Chris Hecker and Chaim Gingold gave one of the best CONTACT – GAMES FROM WITHIN I've closed the contact form due to spam. You can reach me on Twitter if you need to get in touch. STEPPING THROUGH THE LOOKING GLASS: TEST-DRIVEN GAME Stepping Through the Looking Glass: Test-Driven Game Development (Part 2) Part 1 of this article provided just a glimpse of what was behind the looking glass. Now we’re ready to dive in all the way and look at how we can apply test-driven development to games. Be warned: the looking glass is very much one-way only. GRAPHICS – GAMES FROM WITHIN One of the items in my ever-growing list of things to write about, is the rendering techniques I used in Flower Garden. In the end, it would make for a post with lots of pretty pictures, but there’s nothing particularly ground-breaking. TOOLS – GAMES FROM WITHIN One of the many overdue things I wanted to do, was to finally ditch OpenGL ES 1.1 and move to 2.0 exclusively. Yes, even if you’re only doing a 2D game, OpenGL ES 2.0 is way worth it. There were even a couple of cases during Casey’s Contraptions that we wanted a particular effect, and couldn’t get it quite right, but it wouldhave been
GAMES FROM WITHIN
Lasting Legacy is a fairly unique game, so it doesn’t quite fit in any predetermined genre. The closest category would be single-player, turn-based simulation, although the simulation part in Lasting Legacy is very light (unlike something like Sim City or The Sims ), and in that respect it’s more like a board game.FUNDAMENTALLY AGILE
What exactly is the key concept behind agile development? One possible definition is “a set of techniques and procedures with minimal overhead that allow us to make sound, just-in-time decisions.”. There are several important parts to that definition: Decisions: It’s not about the code, or the team, or the tests. It’s aboutdecisions.
WHAT’S YOUR PAIN THRESHOLD? 0 to 2 seconds. Programmer stays in the flow. Productivity is way high. 2 to 8 seconds. Flow is broken. Definite feel of things being a bit painful and sluggish. 8 to 30 seconds. Attention wanders to other parts of the code, email, etc. Multitasking kicks in and overall productivity plummets. STEPPING THROUGH THE LOOKING GLASS: TEST-DRIVEN GAME Stepping Through the Looking Glass: Test-Driven Game Development (Part 2) Part 1 of this article provided just a glimpse of what was behind the looking glass. Now we’re ready to dive in all the way and look at how we can apply test-driven development to games. Be warned: the looking glass is very much one-way only.CPPUNITLITE2 1.1
CppUnitLite2 1.1. At this point, we have been using CppUnitLite2 for a year at High Moon Studios doing test-driven development on Windows, Xbox 360, and some PS3. It has been used to unit test libraries of an engine, pipeline tools, GUI applications, and production game code. CppUnitLite2_1_1.tar.gz. About a year ago, I wrote an article LASTING LEGACY RULEBOOK Lasting Legacy Rulebook. There’s nothing like writing down all the rules for a game to keep yourself honest. You can quickly see if complexity is spiraling out of control, and, most importantly, you get to see if your expectations of the design match the reality of the game. So I decided to write a “rulebook” for Lasting Legacy. STEPPING THROUGH THE LOOKING GLASS: TEST-DRIVEN GAME TDD development has a very well defined, short cycle, usually only taking a few minutes per cycle: Write a single test for a very small piece of functionality. Run it and see it fail (or not even compile in C++). Write code to make the test compile and pass. Run the test andsee it pass.
DATA-ORIENTED DESIGN (OR WHY YOU MIGHT BE SHOOTING Data-oriented design is a different way to approach program design that addresses all these problems. Procedural programming focuses on procedure calls as its main element, and OOP deals primarily withobjects.
Games from Within
Independent game development Skip to content* About
* Contact
DEALING CARDS
Most of my games and prototypes lately are very board gamey and almost always involve dealing random “cards” to create a hand of cards. For example, in Subterfuge players have the choice of one of three specialists every few hours, which is similar to dealing 3 random cards and having the player pick one. You would think that dealing cards at random would be trivially easy to implement. You would also be wrong. Continue reading →in Game Design
SOMETIMES YOU HAVE TO LET GO As a game developer, working on a project for years just to have it cancelled can be devastating. I’ve been lucky enough that it has never happened to me, but it’s an occurrence all to common in the games industry. However, having to cancel your own game after years of work is even harder. So it is with a heavy heart that I announce that I’m stopping development on Lasting Legacy. Continue reading →in Announcements
LASTING LEGACY RULEBOOK There’s nothing like writing down all the rules for a game to keep yourself honest. You can quickly see if complexity is spiraling out of control, and, most importantly, you get to see if your expectations of the design match the reality of the game. So I decided to write a “rulebook” for Lasting Legacy. I put rulebook in quotes because Lasting Legacy isn’t 100% a board game. There’s a light simulation component behind the scenes that is opaque to the player, but everything else can be treated like a board game. I figured it would be a good exercise for me, and maybe a good reference for early testers so they know what’s going on without afancy tutorial.
I’m happy with the final result. It’s about three pages of generously-spaced rules without any images, which beats a lot of boardgames out there.
A word of caution: This is not trying to be a funny, engaging rulebook. It’s a dry, to the point, description of ALL the rules in the game, arranged in the best way to understand all the concepts in a single read. It’s also not a “How to play” document. I think that could be another interesting exercise for down the line, where I just focus on the bare minimum to get a player playing. Continuereading →
in Development log
, Game Design
ISOMORPHISM AS A GAME DESIGN TOOL In the early stages of developing a game, once I have the idea and thefeelings
of the game down solid, my approach is to throw everything I can think of at the game and see what sticks. My early-in-development creative process. I don’t usually bother fleshing individual ideas out in design documents because it usually takes just as long for me to implement those things and see them in the game instead. And who would want to read about an idea when you can see how it works in the game directly? During this phase I need to generate lots of different ideas because only some of them are going to stick. The more varied the better, so I like to approach my idea generation from different angles. The two most common approaches are starting from the theme, and starting fromthe mechanics
For example, in Lasting Legacy , we quickly came up with occupations like Family Doctor or Ball Organizer from the theme, and figured out what useful things they could do in the game (heal people, and attract new friends respectively). We also came up with several occupations starting from a mechanics point of view. For example, we knew we wanted someone to increase the income of other people, so we came up with the Savvy Businessmanoccupation.
This time around I also used a third approach to generate ideas:Isomorphism.
Continue reading →in Game Design
LASTING LEGACY DEV UPDATE #3: UI IMPROVEMENTS Here’s a new video showing the UI improvements and how the characters feel more alive. Apologies for the less than ideal sound and video quality. We’re working on fixing that for next time.in Development log
POST NAVIGATION
← Older posts
CATEGORIES
* Agile development
* Announcements
* Books
* Business
* C++
* Conferences and events * Data-oriented design* Development log
* Game Design
* Game tech
* General
* Graphics
* iDevBlogADay
* iOS
* Marketing
* Project management * Software engineering * Test-Driven Development* Tools
* Uncategorized
Independent Publisher empowered byWordPress
Details
Copyright © 2024 ArchiveBay.com. All rights reserved. Terms of Use | Privacy Policy | DMCA | 2021 | Feedback | Advertising | RSS 2.0