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wooderon.com
| | www.greenmangaming.com
12.3 parsecs away

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| | darkrpgs.home.blog
12.8 parsecs away

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| | It is nice to see when two different worlds collide together in the video game format. It happened several times, especially for big companies, for example hunting a Final Fantasy's Behemoth inside Monster Hunter World. However, what is not so common is a collaboration between a big company and an obscure indie title, especially if...
| | aguaspoints.com
13.9 parsecs away

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| | Released in 2002 for the Nintendo GameCube Lost Kingdoms is full of neat ideas that were not yet fully fleshed out when they were implemented by its developer FromSoftware.
| | etodd.io
87.2 parsecs away

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| You've probably heard the whole "don't make engines, make games" shtick. As I progress I am learning another important lesson: tools are the most important aspect of any project, gameorengine. Whether you're rolling a custom engine or shopping around for middleware, tools should be absolutely top priority. Seriously. The question should not be "how many shiny graphics techniques can I incorporate?". It should be "how easy is it to create content for this game?". Content is the center of every game, whether that content is an AI algorithm, a map layout, or an art asset. If the content pipeline is even a little inefficient, it will prevent you from making the game you want to, whether you realize it or not. If you have to jump through hoops to create a new level or script a story sequence, you're going to put it off and focus instead on adding another feature that provides tangible results, like a new lighting technique. Problem is, those features don't make the game. Content does.