Archive of posts filed under the game development category.

Game Toolbox

“Game Toolbox” is a .NET library written in C# that I have been working on in my spare time for the last few months. It is now almost ready to release, so I thought I’d take a few moments to describe it here.

“When is immersion overrated?”

Damion Schubert posted the above question yesterday on his blog (Zen of Design). My answer appears to have been deleted, so I’ll write about it here. I linked to some posts on “Malstrom’s Articles” which I believed to be relevant. I should add that to the links at the right, by the way. I’ll do [...]

Invisible progress!

Just “finished” (there is still a possibility that more bugs/inefficiencies will come to my attention, but for now it’s finished) my C# implementation of a Goal-Oriented Action Planner. If you don’t know what I’m talking about, you can read the previous post or just ignore this one. Pretty exciting to me, anyway. I ended up [...]

Games are fun, but that’s not the point.

Most games are developed with the intent of inducing feelings of “fun” in players. In my opinion, which is at least partially influenced by my read of A Theory of Fun for Game Design, this approach is irresponsible at best. The theory presented by the book is that the feeling we call “having fun” is our brains giving [...]

PS3: Difficult by Design

I suppose this shouldn’t be all that surprising. But really? That’s why the PS3 was designed that way? Some seriously flawed logic there.

Work in progress.

I’ve been working on and off lately on creating a library of classes and algorithms in C# to help me make games and game prototypes. When I get them into a decent state I intend to put them up online, releasing the code to the public domain (free for any use).

You might just get 3 after all, David.

So the DM, after reading the previous post, thought the part about how we believed the kids was interesting because he didn’t think it’d be figured out so quickly.

A Chronicle of Nothing?

Or maybe a nonchronicle. That’s kind of what this blog is now; I haven’t been updating with anything much at all. Creation and Personal Growth are getting the shaft in the chronicle department. So, why no updates?

The Golden Age of Gaming?

Shamus Young posted on Friday about how the Golden Age of Gaming was a few years ago, and on the same day there was an article by Sean Sands at The Escapist about how it is actually right now. So Shamus asked what makes right now so great.

huh? who’s there?

What? You’re still around? Oh. Well… thanks. But don’t expect my writing to pick up here anytime soon.

Been A While

Haven’t posted here for a while. I’ve registered for the 2008 Dream Build Play competition, where they give you three and a half months to make a game for the Xbox 360 using XNA. I have two buddies who will help me, but I’ll need to find someone for the 3D art/animation and someone for [...]

Persistent Online Worlds

One of the big back-of-the-box feature bullet points that many games strive so hard to check off the list is having a persistent world.

Wholly Crap

Been a while since I posted here, huh? Hmm. : / Well, an update on what I’ve been doing: I am starting work on a video game version of Stardust (you may recall that Stardust is the working title of my board game side project—or you may not), using XNA Game Studio 2.0, which I [...]

Sex in Games

James Portnow has yet another good article on Next Generation, this one about sex in video games.

I Vote for Physics

Over at Next Generation, a column just went up by Mr. Biffo, which has me riled up enough to respond.