IWNET: Facts, Verdict and Solution

Infinity Ward (IW), creator of the Call of Duty/Modern Warfare series are about to release Modern Warfare 2 (MW2).  By now, you would have heard about their completely new multiplayer setup and the 160K+ petition for dedicated servers.  In a podcast on bashandslash.com they interviewed Rob Bowling the community manager at Infinity Ward.  I’ve gone through their chat with a fine toothcomb and picked out the facts.  If you don’t have time to listen to the chat (over 2 hours) then the following notes should give you the facts as they currently stand.  I’ll then give my opinion on this decision along with a solution.

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What Platform Should You Develop Your Next Game For?

I’ve been talking with a number of Indie game developer friends about what platform they should develop their next game for.  There are a number of great platforms available to game developers and this choice of platform is critical to the success of your game.  Many people have a game idea, but aren’t sure what platform is best for them, this article will help you in making that decision.

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Unified Game Development Scripting Language

What is the best scripting language for game development?  Every different game engine has its own scripting language making for a difficult choice.  Game programmers have a unified language in C++ however game designers are left with whatever language their engine supports.  I propose a unified scripting language that all engines/platforms can share.

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Model View Controller (MVC) Game Engine

The Model View Controller (MVC) pattern has been used with great success in business software development for years.  Despite this, it has never fully been picked up by the games industry.  Today I’m going to discuss why the MVC pattern is perfect for game development. (more…)

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Test Driven Game Development

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Test Driven Development (TDD) has steadily grown in popularity among non-game programmers.  Despite this, it has not been widely adopted in game development.  Today I’m going to discuss why TDD is suited to games development and how it frees developers and designers to experiment with “finding the fun” without breaking core gampelay.

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Choice Driven Design

Sid Meier once said “A game is a series of interesting choices” [1].  By focussing on the choices made by the player, we can create better games through Choice Driven Design.  This focus on player choice should happen both at design and implementation time for best results.  I will discuss why the focus on choices is so important, how this fits in with agile game development and give some practical ways of mapping out the choices made by the player.

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Will Community Funded Games Work?

Valve’s Gabe Newell was on Good Game recently and brought up a topic close to my heart; community funded games.  This is where the community (gamers) all chip in small amounts of money to fund a game, rather than a single large publisher.  The question is, will it work? (more…)

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Game Developer Interview: Simon Neech – Game Designer

Today I’ve got another game developer interview.  This time with Simon Neech (The Sneech).  The Sneech is a game designer at Fuzzyeyes and used to work with me at Auran.  Please feel free to comment with any further questions as he visits regularly.

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Edge Of Twilight Trailer

Edge of TwilightA bunch of my friends are working on Edge of Twilight at Fuzzyeyes (the first game studio I worked at).  They have a new video out which is quite impressive.  Check it out here.  I’m hoping to have an interview with a couple of the developers in the coming months.  Fuzzyeyes is one of the few game studios remaining in Brisbane so I hope things move along smoothly for them.

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Good Game GUI Design – What Do You Use?

I’ve previously talk about creating a good game GUI design.  Today I’d like to hear from you.  I’m interested in what people are currently using to mock up their in-game GUI’s and what they would like to see from a product to help them.  Please add a comment to this blog, or email me directly with your thoughts.  Below are some specific questions: (more…)

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