By GBGames, on February 10th, 2007%
Plenty of people would argue that today’s games are influenced by yesterday’s games. For example, jumping puzzles are not as common as they once were because game developers have learned that jumping puzzles generally suck, something we wouldn’t know if game after game didn’t use such puzzles as filler. Likewise, using the WASD keys . . . → Read More: If Old Games Were Made Today…
By GBGames, on February 6th, 2007% I sometimes go to GameDev.net for the Unix, “alternative library” (whatever that means), and beginner discussion forums. At the very least, it is a good source of technical knowledge, and I love perusing the archive of articles.
But for the past week, the site has been down. If you go to the website, you will . . . → Read More: Gamedev.net is still down?!?
By GBGames, on February 6th, 2007% A friend of mine sent me this eBay auction for every NES game ever made, including the NES system.
Besides 670 officially licensed NES games and the NES system, you can also win the unlicensed games, ROB the robot, the Power Glove, the Power Pad, and a number of other accessories.
Normally I wouldn’t give . . . → Read More: Every NES Game on eBay
By GBGames, on February 5th, 2007% For this week’s Thousander Club update:
Game Hours: 262.25 (previous year) + 21 (current year) = 283.25 / 1000 Game Ideas: 616 (previous year) + 0 (current year) = 616 / 1000
I finally hit the point where I needed to refactor and abstract some of my code for the Space Invaders clone. When I . . . → Read More: Thousander Club Update: February 5th
By GBGames, on February 1st, 2007% One of the problems game developers have is figuring out what players want. There are various papers, arguments, and forum threads on what constitutes fun and how to engineer it. Entire books may be dedicated to the question of what players like about video games. If we can find out what they like, we can . . . → Read More: Measuring What Players Find Most Rewarding in Games
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