Gamedev archive /2

Everything about the process of implementation and production of a game. (page 2 of 5)

#Game Design #Gamedev #Open Source #Programming #Ramblings #Review
Post-mortem for Machine

Post-mortem for Machine

How was Machine at the Heart of the World made? What was the design process? What worked and what didn’t in this game?

Monogame Jam, MatHofW, Roger Zelazny, updates

Monogame Jam, MatHofW, Roger Zelazny, updates

Announcing a new game made for MonoGame jam, talking about our victory, and outlining some short-term plans for the future which include new articles and game updates

Game Optimization: Introduction

Game Optimization: Introduction

It’s impossible to have a good game when it’s unresponsive, slow, has frequent FPS dips and can only work on a hardware that costs more than going to Harvard. It’s also impossible to finish a game if all you ever do is tweak everything for speed. But there are ways to approach it level-headed and get great results.

Priorities in Game Development

Priorities in Game Development

Making a game and mindlessly working on it without a goal or while constantly moving the goalposts is easy. Easy in the sense that it doesn’t involve any management or thinking ahead, you can always concentrate on here and now, sit down whenever you want and do whatever you want. And it works until one day you find yourself having no idea what to do.

Post-processing shaders in Monogame

Post-processing shaders in Monogame

Shaders are not an easy thing to work with with scant and/or hard to find documentation. Post-processing shaders are not easier (but they are harder only be a really small margin) and after spending a significant amount of time working things out I decided to share it for your benefit (and mine, in case I forget things in the future).

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