The Lost Garden has a fantastic two-part article on indie game development with Flash.
Making a case, making money, and generating value using Flash.
I can’t do it justice so you should go read both parts yourself.
The Lost Garden has a fantastic two-part article on indie game development with Flash.
Making a case, making money, and generating value using Flash.
I can’t do it justice so you should go read both parts yourself.
Game Recruiter is holding a contest to make the best Unreal 3 map.
It is open to all IGDA members, students, and game industry professionals.
Map categories are:
Ends October 5th
This week, I’m setting out to build an efficient event-driven (i.e. OnClicked, OnAttacked, OnThrown) messaging and finite state machine (FSM) system. Additionally, I’m building in an “Ability” system for holding stateful data and firing event messages when that data is changed and a “Response” system as an optimized way of hooking events up to GameObject Components properties or other simple changes.
You may ask why having a powerful FSM and event system is so important to us when plenty of other Unity devs have made do without? Well, Unity may be really good at building physics-based games, but I feel it’s not as good for sequence and hardfast-rule based games. Read the rest of this entry »
Here’s a different version of the daytime scene and an alternate night-time version. Enjoy!
We’ve been cranking away at the computer-machine the past couple days to get you some actual screenshots of our game’s art, gameplay, and UI in time for PAX and the Unity Technologies contest deadline! After many hours of pushing buttons and poking a tablet, we’re proud to present you with a sneak peek at what our game will look like.