Posted on November 17, 2009 by Doolwind

Using C# For a Commercial Game

Does the title of this article make you cringe?  People have mixed feelings when it comes to C# and the .NET framework.  Just like many hardcore game developers 10 years ago swore that games should only be made in straight C, many developers today say that C++ is the only way to go.  This article outlines my reasoning for using C# for a commercial game on PC.

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Posted on November 11, 2009 by Doolwind

Would Steam Points Work?

Steam’s having great success at the moment, with 40% market share making it the #1 platform for online game distribution.  They’ve expanded from in-house games to publishing titles of all shapes and sizes (from Modern Warfare 2 to Osmos).  I’ve always thought they were missing something, Steam Points.  Steam Points would be to Steam as Microsoft Points are to Xbox.  This entry discusses why this would be a valuable addition for Valve, developers, gamers and even retailers.

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Posted on November 2, 2009 by Doolwind

Guide To Becoming An Independent Game Developer

Have you ever thought about becoming an indie game developer?  Has your game company just gone under, sick of working for publishers or do you just want to break into the games industry?  Whatever the reason, one thing that rings true for all Indie developers is the goal of making a good game.  A lot of friends in the games industry have recently made the decision to “go Indie”.  I thought I’d write up my guide to becoming an indie game developer taken from my experience and the experience of friends both starting out and with completed independent games.

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Posted on October 29, 2009 by Doolwind

Why You Should Use C# For Your Scripting Language

I’ve used a lot of scripting languages over the years when developing games.  For my latest engine, I decided I’d use C# as the scripting language.  I’ve been amazed by how well C# works as a scripting language so I thought I’d share my experiences.  The technique I’m about to discuss gives game designers access to a fully-featured language and IDE with compile-time checking all while allowing run-time changes.  I use run-time compilation to achieve the flexibility of a scripting language combined with the power of a .NET language.

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Posted on October 27, 2009 by Doolwind

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 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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Posted on October 19, 2009 by Doolwind

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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Posted on October 5, 2009 by Doolwind

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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Posted on September 15, 2009 by Doolwind

Test Driven Game Development

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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Posted on August 25, 2009 by Doolwind

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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