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Avoiding artificial gameplay restrictions

Avoiding artificial gameplay restrictions

August 20th, 2010

Lugaru levels were designed differently from most games. Most of the levels had the same set of rules and the same objective: kill everyone. The variety came from the layout of…

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Game length and value

Game length and value

August 17th, 2010

If you pay $30 for a game, how long does it have to be to get your money's worth? This is a complicated question, so I would like to look at each part independently. First I would…

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Overgrowth Alpha 92

Overgrowth Alpha 92

August 17th, 2010

Here is what is new in Overgrowth in the 92nd weekly alpha. If you are confused what a weekly alpha is, or even what Overgrowth is, please read our fancy FAQ. Basically, we are…

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Hand shapes with intermediate frames

Hand shapes with intermediate frames

August 12th, 2010

Some of you asked whether Robbert could make fists yet, so here is an update on that front. This is a pretty important feature for a fighting game -- punches are difficult to…

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Overgrowth Alpha 91

Overgrowth Alpha 91

August 10th, 2010

Here is what is new in Overgrowth in the 91st weekly alpha. If you are confused what a weekly alpha is, or even what Overgrowth is, please read our fancy FAQ. Basically, we are…

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AWOL technology

AWOL technology

August 8th, 2010

Aubrey recently posted about the artwork he did for a pre-Overgrowth game prototype, called AWOL. Today I'd like to show some of the technical work I did for that prototype. The…

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AWOL artwork

AWOL artwork

August 6th, 2010

Before settling on Overgrowth, David and I kicked around a few different ideas. We have a lot of leftover concepts, screenshots, and art assets from trying out these ideas, so I…

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Overgrowth Alpha 90

Overgrowth Alpha 90

August 3rd, 2010

Here is what is new in Overgrowth in the 90th weekly alpha. If you are confused what a weekly alpha is, or even what Overgrowth is, please read our fancy FAQ. Basically, we are…

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Linear algebra for game developers ~ part 4

Linear algebra for game developers ~ part 4

July 31st, 2010

Last time we talked about transformation matrices, and how they let us change from one coordinate system to another. A lot of you expressed interest in quaternions, so today I will…

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