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Archive for April, 2008

How to Build a Game Prototype by Introversion

Posted by GBGames on April 30th, 2008

Introversion’s Mark Morris has written a piece on Building a Prototype.

Of course in different games, different aspects are more important (the story is perhaps less important in Half-Life than in Mass Effect), but you may not be able to determine this at the start. The point is that until you actually have the game […]

Casual Indie Game Development Blog Launched

Posted by GBGames on April 30th, 2008

Started by a game producer at Garage Games, The Casual Indie Game Development Blog aims to bring together casual games (games for everyone) and indie games (games by anyone).
From the post titled The Casual Indie Connection:
Developers are attracted to independent development and casual game development for many of the same reasons. Some developers see […]

LD#11: Minimalist Post-mortem

Posted by GBGames on April 29th, 2008

In one 48 hour period, I made a simple game based on the theme “minimalist”. I didn’t try to stay awake throughout the entire Ludum Dare competition, so the game was made in less than 48 hours.
What Went Right:

Used my build script to create a distributable game from the beginning.
I […]

Indie Lessons from Sins of a Solar Empire Post-mortem

Posted by GBGames on April 29th, 2008

Gamasutra has the Sins of a Solar Empire post-mortem up. It’s always a treat to read what goes on behind the scenes at Stardock, a prominent indie developer/publisher, although I’ll admit that I was a bit confused by the writing.
A single unspoken decision made early in the Stardock / Ironclad partnership led to a […]

The Golden Ratio in Video Game Music

Posted by GBGames on April 28th, 2008

During the Ludum Dare #11 competition, someone posted a link to Zelda Music of Golden Proportions at TheTanooki.com.
Christian is studying music theory and learned about “golden sections”, which are marked by the point in the piece corresponding to the Golden Ratio. That is, if you have two segments of a line, x and y, […]

Thousander Club Update: April 28th

Posted by GBGames on April 28th, 2008

For this week’s Thousander Club update:
Game Hours: 409.25(previous two years) + 72.5 (current year) = 481.5 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000
This past week was spent partially recovering from Ludum Dare the previous week. I did manage to work on game development, but it was […]

Game Design for the Color Blind Player

Posted by GBGames on April 25th, 2008

Thanks to ButtonMashing.com, I found Gaming While Color Blind, a post at the Amazon Game Room’s blog. The author talked about the problems he had playing the beta for Battlefield: Bad Company:
Starting out by the blue people, I saw a green guy, and shot him… minus 10 points for killing a team member. I re-spawned […]

Atari 2600 Box Covers

Posted by GBGames on April 24th, 2008

A friend pointed me to Fun from Yesterday, a blog post that pokes fun at the Atari 2600 and its game box art.
I started to think that maybe the titles were different in different markets. After all, Another World is known as Out of This World in the United States. Then I realized that these […]

I have already written about the solution to GLIBC_2.4 dependencies. The solution is still valid, but I wanted to share this bit of frustration that made me question if it worked in Ubuntu.
This past weekend, I participated in the 48 hour game development competition known as Ludum Dare #11. You can see my submission.
I found […]

Linux Game Development: GLIBC_2.4 Errors Solved

Posted by GBGames on April 21st, 2008

Last week, I wrote about the `GLIBC_2.4′ not found errors your game might get when an application built on a new distribution is run on an older distribution, such as Debian Stable and Slackware 11.
Judging from my search logs, this problem seems to be common enough to warrant a follow-up post. I have since […]