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Archive for July, 2006

Thousander Club Update: July 31st

Posted by GBGames on July 31st, 2006

For this week’s Thousander Club update:
Game Hours: 154.5 / 1000
Game Ideas: 432 / 1000
Target: 567
There are 40 days left until the deadline for entering a game in IGF 2007: Countdown to IGF 2007
I was sick again at the beginning of this past week, but I still managed to log quite a few hours. […]

New Book on Game Writing Released

Posted by GBGames on July 27th, 2006

Chris Bateman announced the release of his new book Game Writing: Narrative Skills for Videogames.
This is a book about how we currently get stories into games. Anyone interested in learning these skills would do well to pick up a copy.
Bateman’s blog posts on game design are thought-provoking, such as Non-verbal Communication and Toru […]

Finding Ready-Made Code

Posted by GBGames on July 26th, 2006

This past weekend I was trying to work on some code that makes use of math. Specifically, I was working on acceleration and velocity, but I didn’t necessarily need a heavy-duty physics engine. I just wanted some low-level C++ code for vector math.
I shouldn’t have to write it myself, right? […]

A Loaf of Bread, a Game of Pong, and You?

Posted by GBGames on July 25th, 2006

I already wrote about Nolan Bushnell’s new venture of a restaurant chain that will feature video games, food, and alcohol that will somehow appeal to women.
turbo from the #gamedevelopers channel pointed me to the restuarant’s website. It actually does sound promising. You can play games with people at your table, other tables, […]

Thousander Club Update: July 24th

Posted by GBGames on July 24th, 2006

For this week’s Thousander Club update:
Game Hours: 141 / 1000
Game Ideas: 432 / 1000
Target: 546
There are 47 days left until the deadline for entering a game in IGF 2007: Countdown to IGF 2007
I came down with something earlier in the week, and while I am still suffering from it, it is pretty mild compared […]

Richness vs Complexity

Posted by GBGames on July 21st, 2006

The Design of Everyday Games analyzes Advance Wars and what makes it so much fun to play, even with older technology and gameplay.
The argument is that Advance Wars is incredibly rich and yet is not complex. You press a single button to do almost any action, unlike some games that have a different key […]

Lower Barrier to Market: Physics?

Posted by GBGames on July 20th, 2006

Chuck Arellano argues that indie game developers can compete on physics.
Players are expecting higher quality artwork in their games, especially with the advances in hardware we’re seeing. Creating said artwork, however, is generally expensive, and can easily be outside of the budget of an indie. So what do you do, […]

Which Project Do You Choose Next?

Posted by GBGames on July 19th, 2006

In Another Indie Quandary: Short v. Long, Tim faces the problem a lot of indies face. Do you pick the shorter project in order to make some cash sooner, or do you pick the longer project, the one you really WANT to make, hoping not to go bust in the process?
The […]

Be Bold and Daring

Posted by GBGames on July 18th, 2006

Action asks a good question: What is the latest “BOLD” thing you’ve done?
I say that it is a good question because I had to stop and think before I could answer it. I was surprised that I had to think about it!
- I shouldn’t, because it means that I am not doing enough to […]

Thousander Club Update: July 17th

Posted by GBGames on July 17th, 2006

For this week’s Thousander Club update:
Game Hours: 131.75 / 1000
Game Ideas: 432 / 1000
Target: 525
There are 54 days left until the deadline for entering a game in IGF 2007: Countdown to IGF 2007
As far as Oracle’s Eye Prime is concerned, I managed to work on an input system. As of this writing, I […]