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GDNet: Weekend Reading

by Drew -Gaiiden- Sikora · 09/18/2010 (3:20 pm) · 0 comments

Entries from 9/10 - 9/18

I decided to give people an extra day to get their entries in. Yea. That's it exactly. I'm a nice guy.

Journal Land Pick of the Week

* Adventures in Game Design - zer0wolf is still on the job hunt, and shares his experience so far such as what he's done and what resources he's used that has been effective in trying to land a new job. Got some leads? Some tips and advice? Drop a comment on his journal

Welcome back, Matt Carr and nordwindranger!

Project Updates

* The Bag of Holding - ApochPiQ is back to work on his language project Epoch

* Excursions into the Unknown - Mike.Popoloski has begun work on "SlimShade", an HLSL extension for Visual Studio 2010

* Metaphorical Journeys of Happenstance - Ravuya has some new video up of Afterglow, showing off the improved rendering of walls from flat 2D to depth percieving 3D

* Journal of Aardvajk - Aardvajk has added some fire and brimstone to Squishy, along with a link to one of the resources he used for particle motion to render some flame effects

* Journal of rip-off - rip-off's got his new game idea down on paper, which means it's now the best time to criticize it. Constructively, of course

* Once a Bird - first images and video from Demosthenes of Super Ninja Kung Fu Puzzle - Extra Pow Pow, with much wall bouncing and even some flips

Gamedev Stuffs

* Metaphorical Journeys of Happenstance - Ravuya would like to point you towards Derek Yu's latest article on finishing games, "complete with adorable cartoons"

* The Code Zone Bargain Basement Blog - after hearing of Obama's STEM program to get kids designing games, johnhattan pulled out the design doc to "Ponytopia", the game his young daughter designed a year ago, and scanned in the images.

* Digitanks Development Journal - BSVino makes his case for using a custom engine with your game, a route that has been popular amongst indie developers more and more of late

* Necron00bicon - jjd tried to hole up in a hotel room for a weekend and bang out a game, similar to those 24-hour or weekend-long game jams. It didn't go quite the way he thought, so he shares what went wrong and how he plans to do it better next time

* /* Why you crying? */ - JTippetts revisits some old code (link??) to generate a displacement map he can use in Blender to create stone pavement, but also applicable to walls and such.

Other Stuffs

* There is no escape from the Washu - Washu escapes the time warp he was trapped within and reports on his Day Two experiences at PAX Prime

Thanks for stopping by, Programmer16, matt_j, O-san, InfectiousGames, jpetrie, The_Neverending_Loop, dx elliot