Designing for voice is different from designing for screens; therefore, developers looking to build for voice can start by embracing a set of design principles that are unique to voice-first interactions. Here we cover four design patterns to keep in mind.[Read More]
Particle effects like explosions, magic effects, water, and smoke can bring any game to life. To get started with particle effects, you will first need a sprite to use as a particle. Creating these sprites is can be easy using free software and minimal drawing skills. Let’s get started![Read More]
This blog will cover something very near and dear to my heart: player expression through gameplay. Basically, players being able to play how they want to play and not always exactly how the game or the designer wants them to play.[Read More]
I’ve created dozens of card game prototypes and am working on numerous card-based projects I plan to release in the future. From working on these projects, I’ve noted some common elements that tend to make or break a digital card game’s design.
In this post I’ll go through some basics on digital audio and the tools available to shape and refine that audio. In a follow-up post, I’ll talk about how to ultimately combine those elements into a cohesive mix with some audio examples. I will list any important jargon at the end for reference.[Read More]
Missile Cards isn’t my first commercial project, but it’s one of the weirdest, most ambitious, and most successful games I’ve created to date. For me, learning is an important part of the process and each project brings new challenges, victories, and opportunities to share my experience with others.
In part one of this article series, we created our database and used it to display the values of each variable on the GUI. We only covered how to add basic data types as well as enums and other objects. This time, we will do some modifications to the original database.[Read More]
Today, Amazon Appstore began the gradual roll out an updated submission experience, which includes improvements to the APK section in the Appstore console.[Read More]
High-level programming languages usually insulate us from the details, but it pays to understand what’s happening under the covers, because knowing how the hardware works helps us to write better code.
Due to the overwhelming response from the hitbox and hurtbox tutorial I posted, and due to a lot of questions from you folks about how to do this particular thing, I’m going to show you how to set up a basic combo system.[Read More]
It's easy to create basic game art. The next step is to add proper lighting, textures, and details. Whether you want to draw rocks, some foliage, or a giant robot, there’s a trick for every effect. Let's dive right in and have a look at different shapes, colors, textures, and other details![Read More]
Object introspection (also called metadata or reflection) is a cool feature that gives users information about their objects and data types at run time. This means you can use information about an object in your favor to perform cool tricks.
Today, I would like to go over how to create effects in your games. We will be creating an effect object, controlling its behavior with a state machine, and using scripts to streamline the creation of these objects in game.