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Archive for March, 2006

Oracle’s Eye Development: March Goals

Posted by GBGames on March 3rd, 2006

In mid-December, I wrote Oracle’s Eye Development: Gameplay Tweaks, Planning Next Steps. I will summarize the list of next steps below:

The Player should not be able to occupy the same space as a Ball.
Graphics: the quality of the images and the animations need to be improved greatly.
Sound: […]

Total Annihilation Hawesomeness!

Posted by GBGames on March 2nd, 2006

I believe I reported on TA Spring last year. TA Spring is a project to make a new RTS, but its current goal is to get a game running with the Total Annihilation data. The most exciting news for me is that the developers ported the project to Gnu/Linux. Now I can […]

Why DRM?

Posted by GBGames on March 2nd, 2006

Charlie “Flayra” Cleveland wrote Want to Make a Game? Here’s How. He notes that making a mod of an existing game isn’t as easy as it was years ago. To break into game development, he suggests the PopCap Games Framework or Torque. Both make game development much easier than having to learn […]

How Can I Design Code Better?

Posted by GBGames on March 1st, 2006

In Getter Eradicator, Martin Fowler argues that there are cases when using getters and setters is entirely appropriate. There is the argument that using getters violates encapsulation, but Fowler argues that you shouldn’t think about hiding data so much as design decisions. The real case for avoiding getters is to discourage procedural design […]