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3 votes
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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 -
Exploring the tech and design of 'Noita'
6 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 -
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 -
Director's Cut Part 1 - Destiny 2's game director on where the game has been over the last few months and where it's heading next
3 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 -
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 -
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 -
How "At the Gates" took seven years of my life – and nearly the rest
10 votes -
Subnautica is the open world all open worlds should learn from
8 votes -
The brilliance of video game maps
8 votes -
The company behind the Unity Engine has posted their guidelines for building Ethical AI
7 votes -
A young man's ego doomed a much-hyped Jurassic Park game
6 votes -
How a book binds the Return of the Obra Dinn
7 votes -
Graveyard Keeper: How the graphics effects are made
8 votes -
Getting into the games industry
6 votes -
The Digital Antiquarian: Quest for Glory III and IV
6 votes -
Inside Rockstar Games' culture of crunch
7 votes -
How the West was digitized - The making of Rockstar Games’ Red Dead Redemption 2
4 votes -
The making of Fallout Shelter
14 votes -
The pain of designing Path of Exile’s exquisite balance of restriction and reward
4 votes -
Puppo, the corgi: Cuteness overload with the Unity ML-Agents toolkit
5 votes -
The Meaning of Anti-Aliasing: What is it Used for? Main Algorithms
7 votes -
Humble Book Bundle: Game Development
7 votes -
RustConf 2018 - Using Rust For Game Development
7 votes