My progress on City Tuesday is still mired in the deep bowels of the game's engine. Who would have thought that programming a time traveling world would take so much code. My current aim is to get a version of the code up that shows a cross-cut approximation of what the final version
Sometimes the reason developers are secretive about what they are working on is because a lot of game making is really boring. I have spent the last two weeks working on code to make a subway car move across the world. After these two weeks I don’t have a great new screenshot
Here we are on another Tuesday, and time for an update on the game. I was dark most of last month because I was on a 3 week tour of Italy and Switzerland for my honeymoon. I will spare you all the lovey-dovey details but what you should care about is that I
In March of 2010 I attended my first Game Developer Conference. At that point I had never completed a game but I went to see if the games industry was something I wanted to get into. After three days I could see an overflowing excitement in everyone there. It was creative and different
This is what games should be like on XBLIG: Before I explain why, let me start at the beginning… The Microsoft Corporation of America spent millions developing the XBOX 360. They built a powerful online infrastructure in the form of XBOX Live. They coordinated with high tech manufacturers to provide the component parts for graphics
The algorithm required to make a character jump, in modern platformers, basically applies a sudden burst of velocity up each time a player pushes the jump button. At each clock tick, the velocity for gravity is applied against the upward movement so that your jumping character slows until the up velocity reaches zero.
While developing a game, there is a low level unease that is not unlike a tooth ache or an ingrown toenail. Is the concept as brilliant as you think it is? Is someone else out there working on the same idea, but better? Is the market going to turn and the platform you
So this site is emerging from the ashes of Gameintestine.com. GI was a site I created when I thought the road to video games was through FAQ writing and games reporting. Although I got some press (The Escapist Magazine) and a loose contingent of fans (Kotaku), the work I was doing was very