While some of us are in lockdown, or voluntarily self-isolating, let’s use the opportunity to think about COVID-19 from a game perspective
Coming up with ideas for games is hard. That’s one of the wonderful things about restrictive game jams, you get a set of criteria and you need to work within it. Sometimes it really helps and some super interesting things can come out of it.
But other times you want to sit down and come up with something. And that’s hard. I’ve sat around and thought up many different ideas that I never did anything with, so I’ve dusted off the old notebooks and I’m writing them up here in the hopes that someone, somewhere, takes one of these ideas, turns it into a game, makes a billion dollars and splits it with me.
I’m kidding, they’re free. Take them, make them, suceed.
The very first thing that I learnt, and what many people will learn first, about the games industry is the sheer amount of roles that make up a team. Strangely enough, that’s not something that many people will be aware of until they reach university or college – and, in many ways, it’s almost too late.
Whether you’re a new student of game design and development, a hobbyist looking to expand the scope of their project or an experienced developer refining their skills: these are tools that every dev needs to know, whether it’s because they can save you time, money, both or they are more beginner-friendly than the alternatives. This article will cover both 3D and 2D games, as well as a variety of Engines.
There’s a couple of different ways to name this type of music, but the one that I think captures it all is “safe-zone”. Whether you’re in town (for an RPG), or on a save-screen (in a metroidvania); you’re safe. You cannot be harmed here. The best way to give this message to the player, is …
Do you need a cool idea for a new game but you’re struggling to think of anything interesting? I mean, all the games have already been made already right? Well, the generator below has over 55,000 possibilities that it can produce. They haven’t all been done before. Some of it might be a little weird, …
You’ve thought about the rendering engine in Part 1, taken a look at all of the work needed in Part 2, and covered the sorts of functions you’ll need for audio in Part 3. Now we’ll go over the various “utilities” that you might need. Utilities are the part of the engine that I’m not …