Making Stuff: Part VII

Today I hooked up animations. I also improved some of the under-the-hood stuff so I can display better walls. Instead of just having blocky one-size-fits-all walls, now I can have walls that feel a little more three-dimensional.

Since I needed examples of the three dimensional feel, I did a google image search and came up with some sprites that I’m using for the time being (I think it’s zelda sprites, for the most part, and maybe thats a Final Fantasy sprite for the player).

Doors work now, as well.

I also learned how to play sounds (on purpose), so now … Continue reading

Stealing Game Design… Properly (Part 1)

Note from Mike in 2012:
I wrote this article and its companion more than 4 years ago. In that time, my game design philosophy has evolved and changed quite a bit. While I think there are still good nuggets to pull out of these articles, I just want to say that they’re no longer as current (in terms of my thinking). That disclaimer done, check it out! (Part 2 here)

Preamble:

It’s a common sight in video game development. You’re sitting at your desk when all of a sudden you hear the sounds of carnage … Continue reading

Zero Punctuation

A link that’s been going around work for a bit is for an Escapist feature called Zero Punctuation. Essentially, it’s a weekly submission by a delightfully-accented man (British-born, Australian-resident) ranting and raving about various things.

This episode was too good not to share:

This episode is about the current console wars (which it describes with amazing accuracy and insight), and during the PS3 part it describes the fundamental experience of a Final Fantasy game as: “Like listening to the Star Wars soundtrack while huffing nitrous oxide and reading an Excel spreadsheet”

Which sounds about right to me. At least … Continue reading