Today is the final part of a three-part article series about implementing and managing resources in your game. If you haven’t been following along, check out the first two articles in the series. Part one discussed the nature of resources in games, and went into some detail about different types. Part two dove deep into the implementation of resource systems.
Today’s subject is maybe the most important one in the series: making it fun for the player. Read more
It’s been a while since my last pixel art tutorial (over a year! sorry guys!), in which I introduced the basic ideas of animation. It’s time we dive into animation itself, and we’re going to start off by looking at one of the most important animations in game development: the walk cycle.
We’re going to be looking at the side view walk cycle (the front and back cycles will be explore in the next tutorial). Why? Multiple reasons. For one—it’s the most complicated, from a pixel art perspective. It typically takes more time to create the side view walk than the front or back views (the front and back walk cycles are easier to “cheat”).
But there’s a reason: the side view walk cycle best shows the motion of the limbs. Read more
Two days ago, I finished playing Brothers: A Tale of Two Sons. Even before I finished the game, I felt like I wanted to write an article about it. After it ended, I needed some time to recover my emotions, but I knew that this game deserves a close look at its design.
Brothers: A Tale of Two Sons by Starbreeze Studios.
Brothers tells the story of two brothers who go on a journey to find the tree of life in order to save their dying father. You control both characters simultaneously, in a unique single-player co-op control scheme (a controller is required). The game takes full advantage of its unique controls by incorporating them into the story and emotional development of the characters—and of the player. Read more
This is part two. If you haven’t read part one, check it out now. So let’s continue our discussion about resources and resource management.
In the first part, I talked about different types of resources—primarily physical vs invisible resources—and how to recognize them, and how different types of players will recognize them and value them differently. Today we’re going to expand on that knowledge and go deeper into the implementation and balancing of those resources. Read more
Yo. Let’s talk about resources.
And I’m not talking about resources on the developer’s end. We’re not talking about the graphics you’re creating for your project, or your computer power, or any of that stuff. Oh no—we’re talking about in-game resources. The resources that your player has to work with while playing your game. Elements of gameplay that you, as the game designer, have to put some serious thought into.
Dictionary definition: “A stock or supply of money, materials, staff, and other assets that can be drawn on by a person or organization…”
Taking that definition over into video games, I’d say that a resource is a stock or supply of something that can be drawn on by the player. Of course, that definition leads to two obvious questions. One: what is the something? Two: why would the player draw on these resources? Read more
At long last, episode 15 has arrived! This time, Despain and Reynard talk about game endings. What makes a good ending to your story—and what makes a bad one? And what’s the best way to end with satisfying gameplay? There’s some spoilers for older games, but Despain manages to stop himself from spoiling Bioshock Infinite.
This week’s Play or Flay looks at SnowOwl’s Skinwalker. Read more