Wagenheimer's Game Development Blog
Casual Gaming Programming, News and Tutorials.
Casual Gaming Programming, News and Tutorials.
05/07/10
Gamecask, empresa já conhecida pelo seu popular jogo Knight of Dulcinea está para lançar seu mais novo impressionante jogo casual.
Dachinko – é um jogo casual inspirada pelo cultura da Ásia antiga e pelas máquinas de Pachinko machines. 55 máquinas unicas no modo clássico e mais alguns modos de Bonus garantem grande diversão por um longo tempo. Além disso, cada um dos seis estágios do modo clássico é recompensado com uma performance de um Teatro Chinês de Sombras.
Vantagens da versão completa!
* 57 máquinas únicas
* 3 modos de jogos
* 6 performances artísticas
* A mais alta qualidade sonora e gráfica
31/05/10
Maio acabou, e assim também o tema da Experimental Gameplay deste mês. O tema desta vez foi “High Velocity” (Alta Velocidade), e tivemos 21 participantes este mês. Infelizmente eu não consegui terminar o meu jogo em tempo, meu jogo seria uma espécie de remake de um jogo de arcade/atari chamado Bump’Jump, com novos e melhors gráficos, gameplay totalmente remodelado e algumas novidades bem interessantes.
Bem, mesmo não tendo terminado a tempo, eu ainda espero finalizar este jogo, e tenho plano de versões para Windows / Mac / Linux e até mesmo para Iphone! Assim que eu tiver qualquer novidade, postarei eles aqui! Alguém mais aqui é fã e gostaria de um remake deste jogo? Por favor, deixem seus comentários!
06/05/10
Ajude Desenvolvedores de Jogos Indie e ajude a Caridade! Cinco incríveis jogos indie pelo preço que você quiser pagar!
Wolfire Games está realizando uma inovativa promoção pague-o-que-você-quiser. Compre World of Goo, Aquiaria, Gish, Lugaru HD e Penumbra e Ajude a Eletronic Frontier Foundation e Child’s Play. Normalmente os cinco jogos custariam $80, mas até o Terça, dia 11/05/2010, você pode comprar os 5 jogos pagando somente o que você quiser, e ainda ajudar a Child’s Play charity for kids, e a Electronic Frontier Foundation!.
Os jogos são livres de DRM e funcionam em Mac, Windows e Linux. E a parte mais legal ainda é que você pode escolher como a doação será feita, escolhendo como os desenvolvedores e as intituições irão dividir a sua doação!
Até agora, eles já arrecadaram aproximadamente $369,623. Wow, Isso é realmente impressionamente!
Você também pode ajudar e comprar o seu Pacote de Jogos! Eu já comprei o meu, lembre-se a promoção só vai até dia 11/5, então corrão para não perder a chance!
25/04/10
Nick Hodges, da Embarcadeiro começou uma série de tutoriais sobre Delphi Development Pretty Good Practices. O seu último se refere a “Source Control”, um recurso que nenhum desenvolvedor deveria viver sem. Se você acha que não precisa ou que não teria vantagem em utilizar (mesmo sendo um desenvolver sozinho), você se engana muito! Leia o artigo abaixo e mude sua opinião!
Okay, so for this first installment, I’ll be illustrating one of my core principles for developing applications: All my code of any importance at all goes under source control. All of it.
We ask about source control use on the annual survey, and a surprisingly large percentage of you are not using source control at all. That as a bit of a surprise. If you are working on a team of any size, using source control is a no brainer. But even if you are working alone, using source control is a really good idea.
Why, you might ask? Well, there are a number of good reasons:
21/01/10
Tom Higgins da unit3d.com escreveu este interessente artigo com o título “Jogos casuais como um negócio”.
Casual games are a rapidly growing segment of the overall games industry, and it’s a segment in which a small team of developers can be competitive and successful. There are a number of publishing and distribution options available that will allow developers to quickly introduce their games to a large and waiting audience of customers. In working with those publishers and portals, you as the developer share in the revenue generated by your game. With Unity, a career as a casual game developer is within reach, it’s up to you to go get it!
The term “casual games” means different things to different people as the term is still only loosely defined at best. Despite that, the term “casual games” can still be used to describe a rather large and rapidly growing segment of the game industry. Casual games tend to be those that have simpler game play and engaging game design, they also tend to offer users the ability to step in and play a game within minutes without requiring any long-term skills development or game commitment. The goal with casual games is to appeal to as wide of an audience as possible, including those that have normally fallen outside the traditional “gamer” profile (anyone outside the teen to twenties male demographic). As with any definition there are grey areas where certain games blur the lines between casual and serious, but hopefully the basic gist of the definition comes across: small, fun and easy to play seem to be three commonalities worth remembering. Mais >
12/01/10
Opinião: Design de Games Indie “Faça” e “Não Faça” : Um Manifesto
One of the most common questions I’m asked in interviews is, “Do you have any advice for independent game developers who are new to the scene, or tips for developers in general?” Well, I actually answered it this time: I came up with this list of indie do-s and don’t-s.
Now, I’m going to make clear that I’m not perfect and I’m sure as the years go by this list will change. But from where I stand right now, having made independent art/games for a living for the past 10 years, the advice below is crucial to all indie game designers, and all artists for that matter. Also note that when I refer to a “designer” or “artist,” I include programmers. All aspects of art have a fine balance of the technical and creative; just because programming is viewed as a technical field does not mean it is void of creativity. The creative is visible in the work as a whole rather than in the specifics. Light and shadow are vital technical aspects of illustration, but without creativity the piece is nothing more then a photocopy of the subject, void of any personal touch or presence. This is a list for the creative designer who strives to be independent. This isn’t advice on how to monetize your Flash game or survive financially by copying existing trends and juicing the public for their cash. This is a list for artists who are driven by the desire for creative freedom and/or to “just make some cool shit people will love.” Anyway, here’s the list. Take what works for you and leave what doesn’t:
1. Be honest. When I say “be honest” I mean to speak from your heart. Don’t be manipulative or condescending in your work; treat the player how you’d wanted to be treated. Honesty is extremely valuable when making art.
12/01/10
A parte final da grande série de artigos “Quadro de Design de Jogos” do The Game Prodigy
Se vocês desejam ver estes artigos traduzidos para Português, por favor, deixem comentários, havendo interesse, pretendo traduzir todos os futuros artigos postados aqui no Blog.
Who cares if the main character is wearing silver armor or an orange cloak? Does it really matter if your military troop is fighting in Europe or Asia? There can’t be any difference between a game about saving the world, and one your one true love, right?
It does matter. In fact it matters a great deal. The sights and sounds and feeling contribute to the Core Experience of a game like no other part of the game can. They are what make games a true art form instead of pure science, they are what make games closer to theater than arithmetic, painting than to geometry. These artistic strokes are the skin that the world will see view the game, its face, its exterior.
Welcome to the fifth and final component of the Game Design Canvas: the Aesthetic Layout.
12/01/10
Parte 4 de 5 da grande série de artigos “Quadro de Design de Jogos” do The Game Prodigy.
What makes a person want to continue playing a game? What takes a game from a 30 second experience to a 30 hour experience?
To answer this, we’ll have to start from the beginning: Why did the player begin playing the game in the first place? Fun and enjoyment are the most obvious answers. The thrill of the chase, the challenge, the quest! The opportunity to interact with others, to improve one’s skills, or to go on an adventure. All of these are examples of Core Experiences, which gets people to start playing a game. People want to have interesting experiences, and games are one way to fulfill that.
How about once they start playing, what does the player do then? They got there because they were seeking the Core Experience, and then they begin to enter into the game itself. They jump, they run, the roll dice, they make moves. They begin to interact with the game and perform actions within the game’s construct. Seeking an Experience, they are beginning with the Base Mechanics. They are beginning to become coordinated, so to speak, to learn to move and live in the game’s world.
Once they get going with the Base Mechanics, then they begin to learn the broader gameplay. They learn that they need to look before they jump, that they should treat villagers with respect when discussing delicate matters, and that they need to use the red bullets when fighting the red enemies. They begin to map out the interconnections between the actions they are making and the results the game is serving them. They are making their way through the Punishment and Reward Systems, learning what behaviors are encouraged and which ones aren’t. Building on top of the Base Mechanics, the P&R Systems draw them even deeper into the game and to the Core Experience they were originally seeking.
12/01/10
Parte 3 of 5 from the great serie of articles “The Game Design Canvas” from The Game Prodigy.
You have many choices in your everyday life. Wake up and jump out of bed, or hit the snooze button? Eat chicken, beef, or veggies? Do some work, or go out with friends? These choices, these actions that you can take are the different colors you use to paint the landscape of your day, your week, and your life. It is through these choices that you experience and express yourself in the world.
If life were a game, these actions that you can take are examples of the Base Mechanics of life. They are actions that you can perform, that you have the ability to perform, and that you may choose or choose not to perform. They are the inputs into the system from yourself. You can freely choose from all the possible abilities you have and perform them to your liking.
…Or can you? Well, there’s more to it than that. Your actions and free will are not as free as one would think. Yes, you have choices you can make, but there are consequences, there are requirements, and there are strings attached. You may have the ability to go into the middle of a library and shout at the top of your lungs. You may have the ability to insult your best friend or to rob a convenience store. You may have the ability to sit in your apartment and be depressed instead of going out and enjoying the weekend with friends.
You could do these things, but you probably won’t. Even though you have the ability and the means, there is something else that is guiding your decisions. There is more to this so called “choice” business than you might imagine. It is as though some invisible force outside of yourself is governing your actions.
Enter the third component of the Game Design Canvas: The Punishment and Reward Systems.
12/01/10
Parte 2 de 5 da grande série de artigos “Quadro de Design de Games” do The Game Prodigy.
Dave is working on his blockbuster indie game title. He knows the genre, and he has a general idea of what he wants it to be about. It’s an action/adventure title about vampires and he wants the player to be able to steal blood from victims. He’d also like the player to have to avoid light in the day, and it would be a story about love and romance. Sounds like a great game!
He expresses this idea to a friend of his who is in the industry. His enthusiasm is apparent in his voice and his excitement about the idea, with the main part of the game revolving around the vampire stealing blood. But then his friend asks him…
“How does the player actually steal blood?” Mais >