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Tuesday, 23. February 2010 - 15:06

(Articles tagged with “Developer’s Diary” are more sketches – ideas and thought processes behind current projects, so that they can be assembled as documentation at a later date. Comments and further thoughts are highly encouraged.)

The exercise consists of creating an autonomous software agent that interacts on a 2D plane. Also, it has to work together with other available agents.

In order to let the agent choose an appropriate action, it should contain a stack with possible tasks with priorities. In every turn, the task with the highest priority is executed.

Saturday, 23. January 2010 - 11:21

Today seems to be the day of discoveries: here an article by Edmund McMillen (of Gish and Super Meat Boy fame) on about Indie Game Design Do’s and Don’ts:

Saturday, 23. January 2010 - 10:23

American McGee (personal hero) in a piece on Gamasutra on how his process developing games works – totally crunch-free:

You discussed the idea of small innovations. Rather than push forward with large things, it’s better to do small innovations. What taught you that lesson, or where did that come from as a philosophy?

Saturday, 23. January 2010 - 10:04

Thank the gods for Google Reader Recommendations. Otherwise I would have missed this informative post by Anna Anthropy on how the IGF is judged:

Friday, 22. January 2010 - 18:35

Just to prove that I actually did something today apart from surfing the web: Even though the interface does not at first suggest so, it is possible to combine ImageField Crop with the ImageCache module on Drupal.

Wednesday, 20. January 2010 - 15:32

I had to. He is sooo handsome.

Sunday, 17. January 2010 - 14:51

More things to remember from last week:

The real problem is not making a game, it is finishing it, as Alex Amsel, one of our guest speakers, pointed out. This is especially true if you are working with a publisher or try to put your games onto XBox Live Arcade, PlayStation Network or WiiWare: be prepared to work through pages of checklists to complete all specifications. Repeated testing and repairing things might easily take up to a year until your game is finally downloadable. Also: it costs a lot.

Saturday, 16. January 2010 - 10:14

Kotaku has a visualisation of video game statistics, BoingBoing shows how one can easily spend several hours to get the perfect cup of coffee (yes, I might love coffee, but there are limits), and BibliOdyssey has images from the Bellicorum Instrumentorum Liber.

Image from the Bellicorum Instrumentorum Liber

Michaël Samyn shows his own favourites from the IGF 2010 (including Doppelscope by Tobias Baumann twice, which was bachelor project from last year at ZHdK).

And then there are some neat CSS techniques – might be useful when this site actu

Sunday, 10. January 2010 - 12:07

This is beyond great.

Saturday, 9. January 2010 - 14:21

After a first, tightly packed week about game business, it is time to write down some essential bits of advice.