Game Dev

The Complete Guide to OpenAL with C++ – Part 1: Playing a Sound

Your game needs audio! You’ve already utilised OpenGL to get things drawn to the screen. The API worked for you, you understand how it works, and so you look to OpenAL because the name seems familiar. Well good news, OpenAL has a very familiar API as well. It was originally designed to intentionally mimic the …

The Complete Guide to OpenAL with C++ – Part 1: Playing a Sound Read More »

How To Find a Game Development Team

Making games is hard, and you’re a people-person, so what better way to make a game, than with a team? And so here you are, trying to work out just how you find a game development team.

The Art of Code Documentation

I was originally going to title this article “The Art & Science of Code Documentation”, but the more I thought about it, the more I realised there isn’t a lot of science behind it. It really does become a fairly subjective thing. Some people comment and document more than others, some files 100’s of lines long don’t need documentation, some that are under 100 lines desperately do.

But there is an art to it, and there are a set of good, strong guidelines that if followed, will ensure that your code remains readable for yourself in 2 years time, or to the next person to try and decipher just what the hell you were doing.

Let’s go over them.

How to Write a Game Design Document

Whether you’re a solo auteur crafting an experience that remains true to your vision, or you’re the chief ideas guy of your three man team; every game needs to start with a Game Design Document.

How to write a good devlog

When making your game there’s really no better way to begin getting noticed than by making a devlog. You can keep yourself motivated by getting encouraging feedback all the while gaining new fans, before the game is even done.

But I see a lot of bad devlogs that aren’t giving the developer these things and instead they lose motivation and they never finish their game. I’ve read enough devlogs and written my own that I think I can give some pointers on writing a good devlog.