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Lemeowski writes "Game studios go to great lengths to protect their IP. But board game designer Daniel Solis doesn't subscribe to that philosophy. He has spent the past ten years blogging his game design process, posting all of his concepts and prototypes on his blog. Daniel shares four things he's learned after designing games in public, saying paranoia about your ideas being stolen "is just an excuse not to do the work." His article provides a solid gut check for game designers and other creatives who may let pride give them weird expectations."

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(出典: l-oo)

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Original author: 
Trent Wolbe

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I played a hundred new huge-budget video games this week, but the only one that really made sense to me was a cellphone and Vita game called RYMDKAPSEL.

Like many tower-defense games the primary objective of RYMDKAPSEL is to grow and defend your population. But when designer Martin Jonasson set out to make a viable StarCraft for mobile, he discovered that StarCraft probably isn’t something you’d want to play on your phone, and its most memorable component would probably be how much it crashed your OS. So he boiled it down, reducing and reducing until he came up with the most efficiently brilliant game I’ve ever played on mobile.

The game begins on a vectorized orthogonal grid in space, your playable characters materializing as...

Continue reading…

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Original author: 
Cory Doctorow

Dr. Tom Murphy VII gave a research paper called "The First Level of Super Mario Bros. is Easy with Lexicographic Orderings and Time Travel . . . after that it gets a little tricky," (PDF) (source code) at SIGBOVIK 2013, in which he sets out a computational method for solving classic NES games. He devised two libraries for this: learnfun (learning fuction) and playfun (playing function). In this accompanying video, he chronicles the steps and missteps he took getting to a pretty clever destination.

learnfun & playfun: A general technique for automating NES games (via O'Reilly Radar)     

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