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6 votes
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Squash and Stretch - The twelve principles of animation and how they apply to games
5 votes -
Sonic Battle (GBA) Renderer Series
6 votes -
To make Later Alligator, Smallbu had to wrestle with game design
3 votes -
Game difficulty is about trust and communication, not "hard" vs. "easy"
12 votes -
Bounce Back postmortem: A Zelda style boomerang game for #JS13k
7 votes -
Inside the process of creating adaptive music for Temtem's score
5 votes -
Sid Meier discusses Civilization's original design as a real-time strategy game and the transition to turn-based | War Stories
13 votes -
The animation of Hollow Knight
11 votes -
Why I write games in C (yes, C)
20 votes -
Making Them's Fightin' Herds: The story of Mane6 and what goes into making an indie fighting game
3 votes -
How to grow as a game designer - What to read, where to get ideas, and knowing thyself
7 votes -
Inside the narrative design of Control, Remedy Entertainment's least linear game
6 votes -
Free-to-Play games: Three key trade-offs
7 votes -
Methods of creating invisible tutorials
7 votes -
Designing the satisfying space combat of Rebel Galaxy Outlaw
5 votes -
Intimate documentary on Mekorama creator highlights the joys and frustrations of mobile game development
5 votes -
As game budgets balloon, indie devs learn to work smarter - The creators behind Outer Wilds, Observation, and Void Bastards on getting more for less
3 votes -
I Am the Cheapest Bastard In Indie Games
18 votes -
How Link's climbing animation works in Breath of the Wild
14 votes -
World of Warcraft Classic's game director Ion Hazzikostas reflects on the genesis of the idea, its challenging development, and the importance of a unified community
6 votes -
Why All Of Our Games Look Like Crap
18 votes -
Why diversity matters in game design
11 votes -
The eighteen-month fence hop, the six-day chair, and the difficulties of getting small details right in video games
8 votes -
The door problem of combat design
14 votes -
Andrew Crawshaw, former lead designer at The Chinese Room, on growing the industry with "evening-size games" and redefining success
6 votes -
The fall and rise of Hitman
12 votes -
Ooblets dev received thousands of "hateful, threatening messages" over Epic exclusivity
28 votes -
The creepy corridors of video games
12 votes -
The Dark Side of the Video Game Industry | Patriot Act with Hasan Minhaj
9 votes -
Dolphin Emulator dev diary: fixing the most curious Wii game
16 votes -
Why does Celeste feel so good to play?
18 votes -
Learn, reset, repeat: The intricacy of time loop games
6 votes -
John Romero discusses the development of Quake, which resulted in half of Id software including Romero leaving the company
17 votes -
Subnautica: a world without guns | War Stories
8 votes -
No Man's Sky's Sean Murray says devs should be quiet after a rough launch
11 votes -
Kind Words: A game of lo-fi beats, writing nice letters to strangers, and feeling less alone
20 votes -
Dungeon generation in Diablo 1
9 votes -
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