Blog Archives

How to Make an RTS

I had made other games before, but for a while I had wondered how to make a game where you could control different units separately or together. The issue was that I had always had the player character react whenever

Tagged with: , , , , ,
Posted in Game Philosophy

Response to a Warframe Analysis

This was written in response to the following video: https://www.youtube.com/watch?v=ztbRJm19BUo I don’t mean for it to sound rude but I am quite surprised you view the game sometimes in the exact opposite way that I do. There is so much bias in this. I don’t disagree with your overall point but I am very surprised at some points.

Tagged with: , , , , ,
Posted in Game Philosophy

Interpreting Feedback: Asteroids and Laser Wars

Theres a theory that consumers don’t know what they want to buy. I think this is for the most part cynical and disrespectful, but it is based on something true. Most people don’t always know exactly what they want at

Tagged with: , , , ,
Posted in Game Philosophy

Dev Advice- Levels and Assets

I’ve been naming all the assets for individual levels in my games based on the number they’re played in. So the level for mission 1 is called “rm_mission_1”, the map is called “bkgd_mission_1”, etc. Today I added some extra levels

Tagged with: , , , ,
Posted in Game Philosophy

Boring Games

Here’s some games I find extremely boring. Don’t feel offended if you like them, maybe I just don’t understand the appeal. It’s just my opinions, not particularly well thought through. It’s OK to like different things. So here’s my current

Tagged with: , , , ,
Posted in Game Philosophy

Asymmetrical Online Dialogue

Online platforms such as Twitch.tv allow people to broadcast their voice and video to the public. It also allows those watching to communicate with them in the form of text. This communication is almost live (with delay of around 15

Tagged with: , , , ,
Posted in Game Philosophy

Limited Choice in Games

Many games allow you to customise some aspects of your gameplay, such as gear and abilities in RPG’s, weapon loadouts and perks in FPS’s, and general character customisation. While these are generally good things, it is possible to make these

Tagged with: , , , ,
Posted in Game Philosophy

Story and Fun in Videogames (A discussion on games as art and literature)

In response to a small section of Totalbiscuit’s video essay on multiplayer only games In reality a competitive multiplayer game can have indeterminate value. Some of the more narrow minded are dismissive of multiplayer games, claiming that they don’t have

Tagged with: , , , ,
Posted in Game Philosophy

Balance in Multiplayer Games

Many people enjoy playing games with their friends, either online or locally. This is a natural addition to many games and makes a lot of them better. Upon careful analysis though, there are many times when this does not work

Tagged with: , , , ,
Posted in Game Philosophy

Saving Game Progress

There are multiple ways games can save a player’s progress. I’m not familiar with any secret methods for this, so as far as I know the methods are fairly straight forward and are likely similar in computer science. The first

Tagged with: , , , ,
Posted in Game Philosophy
[DWN_LOAD/STEAM]
[DWN_LOAD/INDIE]
Slizer BMS v1.17b1
[DSCRD_SRVR]
[FILTER_POSTS]
[TWTR]
[DWN_LOAD/SITE]
Slizer Battle Management System Windows game
[DWN_LOAD/DIRCT]
Slizer BMS v1.17b1