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Pixel art has a certain timeless look, but that doesn't mean the tools and methods for creating it are trapped in 1993. UK-based developer Cardboard Sword is developing The Siege and the Sandfox, a 2D stealth-based platformer in Unreal Engine 4 using Paper2D, and they've been posting a series of development diaries introducing other would-be developers to using these tools to make their own games.
The way you bridge the physical weight to the virtual is to use the center of mass of the physical controller to determine in-game velocity. First, find where that real center-of-mass point is in-game. The controllers are telling you where they are in game-space; it's up to you to peek under the headset and try to calibrate just where the center-of-mass is. Then you track that point relative
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nDreams has been experimenting with virtual reality games for a year now, and has decided to focus heavily on VR games for the foreseeable future -- indeed, the studio currently has seven VR games in development. At Develop Conference today, nDreams' Patrick O'Luanaigh discussed the many dos and don'ts of VR game design that his company has discovered through its experiments with the Oculus Rift a
Whether it's a 100 million dollar Disney ride, a 3D shooter, or a kid's entertainment title, a designer is faced with the same challenge, "How do I draw my audience into my imagined world and make them want to stay?" Don Carson examines the parallels between designing 3D interactive games and theme park attractions. For the past 15 years I have worked as a designer for many theme park, computer ga
PopCap's hit strategy game Plants vs. Zombies accomplished a rare feat -- it made casual audiences interested in playing a strategy game, a genre often reserved for only dedicated, hardcore players. At GDC 2012 on Friday, Plants vs. Zombie creator George Fan explained why the game reached such a broad audience. The biggest reason, Fan argued, was its unobtrusive yet thorough tutorial. "If the tuto
1500 Archers on a 28.8: Network Programming in Age of Empires and BeyondIn Age of Empires the time to complete each simulation step varies greatly: the rendering time changes if the user is watching units, scrolling, or sitting over unexplored terrain, and large paths or strategic planning by the AI made the game turn fluctuate fairly wildly. A few quick calculations show that passing even a small
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