I Have Created 50 Games in 2014
asahi-net.or.jp
asahi-net.or.jp
Does anyone know of any other blogs/books to read with handy tips on game design?
Also nice is this archived post[1] on getting started as game programmer.
I am making my first real game this year, also using SpriteKit.
[0]: http://gameprogrammingpatterns.com
[1]: http://web.archive.org/web/20051104034215/http://www.lupineg...
http://www.gamasutra.com/blogs/RyanClark/20150917/253842/Wha...
Here's Jan Willem Nijman of Vlambeer discussing a large number of small improvements that make games feel good:
https://www.youtube.com/watch?v=AJdEqssNZ-U
Here's Rami Ismail, also of Vlambeer, explaining how making a game a week helps you develop an intuition for some parts of game making:
http://ramiismail.com/2014/02/game-a-week/
Here's a talk by Sid Meier (Civilization) about Interesting Decisions:
'Juice it or lose it' https://www.youtube.com/watch?v=Fy0aCDmgnxg
To those that haven't seen it yet, he iterates a boring game prototype into something that actually seems worthwhile. And all he does is add tiny things that seem inconsequential at first. Stuff like "make the bullets faster" and "add a muzzle flash".
I was amazed at how big of a difference the small changes made in the end. Adding enough lipstick to a pig actually worked wonderfully.
https://en.wikipedia.org/wiki/Game_design
also try Google, Amazon and YouTube
Thanks for posting this. I keep meaning to read his blog, but I always forget :-)
A job or two back I spent a lot of time buried deep inside noiz2sa (http://www.asahi-net.or.jp/~cs8k-cyu/windows/noiz2sa_e.html), another of his BulletML games, porting it to a mobile game platform as a demo. (This one's in C.) I'm not really a fan of that sort of game but it's a lot more subtle than it looks at first glance. The overall game design and level layout is very carefully done; the way the end-of-level bosses work is particularly clever (they're just ordinary enemies with lots of hit points!). And the whole thing's only 3kloc.
Noiz2sa works well on small screens, but Torus Troopers looks fantastic on a big screen. And both games sound fantastic. Anyone know who writes his music?
According to the host, this is mostly "a support group for those who have too much creativity in their hand."
How about, for once, a game jam where there is actual competition and a strive to make the most technically impressive + the most fun games?
Flash is just one of its export targets. Haxe + OpenFL also supports HTML5.
Here's the framework the person seems to be using: https://github.com/abagames/mgl
[1] http://haxe.org/
http://www.ferryhalim.com/orisinal/
It's a similar set of ultra-minimal toy games, although with a quite different feel. It's a good example of the kind of thing Flash does well.
[0]: http://phoboslab.org/xtype/ http://zty.pe/
PS: somehow X-Type reminded me so much of rRootage :-D
https://www.youtube.com/watch?v=-k2yhmvdSkU
He is the reason I spent several years writing shmups.
He is one of the first devs I knew about that switched from C++ to D.
"Defeat Me" has you fighting clone copies of yourself. The original link at http://wonderfl.net/c/9ykQ no longer works (JS errors), unfortunately.
I took that idea and ran with it, creating www.quantumpilot.me (ES6/electron app, source included)
He also created Bullet Markup Language: http://www.asahi-net.or.jp/~cs8k-cyu/bulletml/index_e.html for describing SHMUP bullet patterns.
You can find the same in Unity: http://pixelnest.io/work/bulletml-for-unity/
Each game will have different mechanics, require different data structures and have to be designed separately. Each game will be fun for different reasons (or fall flat for different reasons). With 50 examples your intuition for what works and what doesn't work will be better.
Paul Graham could have invested a similar amount of effort over the past decade by working at one company. But by advising hundreds of startups his skillset & knowledge is much more broad and useful.
And if I had a game studio, I'd hire someone who'd finished 50 games last year in a heartbeat.
As you can see with the HTML5 games in this collection, raw JS is quite unpolished.
If you ask me, I think handling all the little things manually is probably best at this point; JavaScript is actually quite a slow language, so frameworks do introduce noteworthy overhead. For example my old computers do NOT like Unity's HTML5 export at all, and current smartphones can be easily bogged down by bad code too. So hand-optimizing it is the way to go at this exact moment.
I think this is why people are investing so heavily in WebAssembly: it'll allow the actual language primitives to be abstracted out in different directions, and provide higher performance to boot. At least if they get the implementation right :P
WebGL is amazing though, I agree; http://acko.net/ is how all websites should work. :D
There are also well-polished JS games like http://zty.pe/ (that don't require WebGL); that game in particular is built on a nonfree JS game engine, but it's a good demo of what's possible with efficient coding.
I've got some similar things I work on for fun but what you've posted is pretty remarkable!
It looks absolutely ridiculous at level 60+. :D
EDIT: Doh, I completely forgot to ask - what litle side things are you working on? I'm curious.
They also have a way to wrap the JS app as a native app similar to Cordova. The games I've tried on my Nexus 5 worked fine with a great user experience.
For Swerve this is a problem because we're aiming for smooth 60fps but in a less twitch-based game this wouldn't be so much of an issue.