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9 votes
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Can we make talking as much fun as shooting?
12 votes -
6 ways AI is making an impact on video games
8 votes -
Decoded: Rogue
7 votes -
Finite state machines and the AI of Half-Life
9 votes -
Fall Guys: The battle royale where you don't kill anyone, inspired by game shows like Takeshi's Castle
13 votes -
The addictive cost of predatory videogame monetization
11 votes -
The human cost of Call of Duty: Black Ops 4
16 votes -
Deep learning for pattern recognition in movements of game entities
4 votes -
Super Mario Maker 2 review: Much more than a game design toolkit
8 votes -
Game Frameworks: What are people using for game jams nowadays?
Hi, I've been mulling ideas about a game for a while now, I'd like to hack out a prototype, and my default would be Love2D. (As an aside: one of the things I like about Love2D was that you could...
Hi,
I've been mulling ideas about a game for a while now, I'd like to hack out a prototype, and my default would be Love2D. (As an aside: one of the things I like about Love2D was that you could make a basic 'game' in a couple of LoC, and it was 'efficient enough' for what you got. Perhaps the only gripe I had with it was that it didn't output compiled binaries (I mean, you could make it do that, but it seemed like a hack). I think Polycode seemed to be a semi-serious contender, but last I checked (a year or two ago) it's pretty much as dead as a doornail. Some of the other alternatives I remember seeing (Godot? Unity?) felt too much like Blender.
So I've been wondering, it's been a while since I've been keeping tabs on the 'gamedev community', so I don't know if there have been any more recent development in that space.
So I guess my question is: What are people using for game jams nowadays? Preach to me (and everyone else) about your favorite framework and language :)
15 votes -
From The Witcher 3 to Cyberpunk: The evolution of CD Projekt Red's quest design
6 votes -
The man behind Fortnite
5 votes -
Level design patterns in 2D games
5 votes -
How artificial intelligence will revolutionize the way video games are developed and played
8 votes -
Dissecting the development of Dwarf Fortress with creator Tarn Adams
7 votes -
Do you people think that BOCProject will be able to deliver on their promises?
3 votes -
The clash between storytelling and selling in Harry Potter: Hogwarts Mystery
4 votes -
Announcing the Unity Editor for Linux
9 votes -
In praise of ultra-short games
9 votes -
The pressure to constantly update games is pushing the industry to a breaking point
18 votes -
The design of FTL and Into The Breach
10 votes -
God of War: Raising Kratos - Full length feature documentary
8 votes -
Bethesda's latest Elder Scrolls adventure taken down amid cries of plagiarism
10 votes -
A podcast by Adam Conover (Adam Ruins Everything) where he interviews game developers: Humans Who Make Games
9 votes -
The saga of "Star Citizen," a video game that raised $300 million—but may never be ready to play
19 votes -
The design of FTL and Into The Breach
9 votes -
Peter Molyneux walks us through his entire career, from Populous, to Black & White, to Fable
8 votes -
The Digital Antiquarian: Return to Zork
5 votes -
Designing the linguistic and translation mechanics in Heaven's Vault, a game about science fiction archaeology
8 votes -
Sean Murray at GDC
15 votes -
Making fluid and powerful animations for Skullgirls
5 votes -
The Digital Antiquarian: Darklands - The first CRPG ever released by MicroProse Software
5 votes -
Two devs automated the process of generating and publishing "garbage" mobile slot machine games on Google Play, and made over $50,000
28 votes -
How designers engineer luck into video games
9 votes -
Designing natural beauty in Eastshade
3 votes -
From Guilty Gear to Dragon Ball: The thirty-year history of Arc System Works
3 votes -
How Command & Conquer: Tiberian Sun solved pathfinding | War Stories
4 votes -
State of the Factory: Year 1 - The developer of Cultist Simulator talks in detail about indie development, publishing, finances and more
8 votes -
Wind Waker graphics analysis
11 votes -
The Digital Antiquarian: Ultima VII
6 votes -
How Blade Runner reinvented adventure games
12 votes -
The impossible architecture of video games
7 votes -
Roguelikes, persistency, and progression
7 votes -
Games as a Service - What drives retention
9 votes -
Atlas (pirate MMO by Ark devs) goes offline for rollback after compromised admin account used to spawn whales, WW2 tanks, aeroplanes
8 votes -
Unity has updated their Terms of Service again and reinstated the licenses of Improbable/SpatialOS
6 votes -
Woolie Will Figure It Out Ep 1 - About abandoned games and the creative process
3 votes -
Unity's ToS update blocks the use of SpatialOS
13 votes -
Unity responds to Improbable's (SpacialOS) blog post
9 votes