playing drawing with power.
I sometimes try to do pretty complicated things (for instance, trying to make a multiplayer game with procedurally generated maps). Other times, I’ll try simple things (a rhythm game with tapping to the beat). But here’s one thing that stumped me.
Jordan Cwang, the Canadian host of Linux Game Cast, has quite a bit of knowledge about, uh, things. He’s worked in I.T., app development, gaming journalism, and lots of other stuff. Here, I’ve compiled some of the most interesting quotes from the stuttering DevOps guy, for your reading pleasure. Jordan, when asked what he would […]
How do large, AAA games come together? Is it from a large group of people getting together and committing to make a game? Not quite. What is required is good leadership, and great management skills. Here’s a description of a high level manager on a game development team.
With the release of version 3.0 of the Godot Engine, C# was added as a supported programming language. Due to other engines like Unity, there is a large number of C# assemblies which can help in developing a game. However, there isn’t an easy way to add assemblies in the editor. Therefore, this tutorial was […]
Over the past few months, I have been researching and developing a little procedurally generated game which will eventually be created in the Godot engine. This game will have a story that’s procedurally generated for the players. A part of this game is the dialogue, which will also be procedurally generated. To accomplish this, I […]
Last year, I got the idea of making a game where a group of friends could get together, have a game scenario generated for them, and they could start playing. This is something called procedural generation, wherein game settings, mechanics, assets, and other components are created from an alogorthim, and a bit of randomness. I […]