Monday, January 15, 2007

The making of... Dropzone


Inspired by a classic, one’s man’s coding experiments mutated into a superlative 8bit shooter…

This article was originally published in the Christmas 2006 issue of Edge (E170). To subscribe call +44 (0)870 4448466 or click here.

It started with being blown away. The swarms of enemies, the exhilarating freedom of flight, the screen-filling explosions, the aural assault, the daunting array of controls... Defender left most who first encountered it aghast. Archer Maclean shared the same feelings of awe as his fellow arcade-goers, except he wasn't content with just playing. He wanted to make his own.

Source: The making of... Dropzone
Originally published on Mon, 15 Jan 2007 11:07:08 GMT

Microsoft's ImagineCup to feature a new AI challenge


The next installment of Microsoft's ImagineCup will feature The Project Hoshimi Programming Battle, a new AI programming challenge in a game environment....

Source: Microsoft's ImagineCup to feature a new AI challenge
Originally published on Mon, 15 Jan 2007 12:21:11 GMT

Sunday, January 07, 2007

Design a cooperative software game with the Game Maker game creation tool


Game Maker is a popular game creation tool that allows games to be created using a simple drag-and-drop interface, so you don't need to have any prior coding experience. It even includes an optional programming language for adding advanced features to your games. In this sample chapter from The Gamemaker's Apprentice: Game Development for Beginners, learn how to use Game Maker to create a flying-planes cooperative game, i.e. a game that require players to cooperate in order to achieve a common goal. First, consolidate your understanding of variables in Game Maker, a simple concept that provides a very powerful mechanism for creating more interesting gameplay. Then, master the use of time lines, useful for controlling the order of different events over the course of a game. Detailed instructions and screenshots guide you through the entire process of creating a sample game, and suggestions for creating more advanced game features are also included.
Title: The Gamemaker's Apprentice: Game Development for Beginners
ISBN: 1590596153
Published: June 2006
Authors: Jacob Habgood, Mark Overmars
Chapter: Chapter 9: Cooperative Games: Flying Planes
Published by Apress

Source: Design a cooperative software game with the Game Maker game creation tool
Originally published on Tue, 19 Dec 2006 15:40:34 GMT

Wednesday, December 20, 2006

The DNA Of XNA got the chance to have a personal chat with MS about the launch of the XNA development studio for the general public. They discuss the possibilities and pitfalls of what this could mean for the Xbox360 console and its descendants. It is a two part article, part two will be posted tomorrow so check back. Click on the link for the first part.

Source: The DNA Of XNA
Originally published on Wed, 20 Dec 2006 18:53:19 GMT

Wednesday, December 13, 2006

The XNA Game Development Studio for Xbox 360 and PC


Microsoft has officially released the final version of the XNA Game Development Studio, which aims to make writing games easier than ever before. We'll see if the days of the basement coder have come again.


Source: The XNA Game Development Studio for Xbox 360 and PC
Originally published on Wed, 13 Dec 2006 02:00:00 GMT by (Ars Technica)

Wednesday, November 22, 2006

Looking for an Game Engine?

The game engine is generally the core functions used in the game, usually related to graphics, input, networking and things like that. Another way to understand what a game engine is would be considerating them as the game-inespecific part of the game, so we can have several games ranging from RPGs to FPSs using the same engine. In small projects, it's sometimes common for the game engine to get messed up with the game itself, but having them separated allows the engine to be re-used more easily. World of Warcraft, for instance, used the same (but improved) engine of Warcraft3.

Wikipedia rocks!

AGEIA Allows Use Of PhysX In PC Games Royalty Free

AGEIA Allows Use Of PhysX In PC Games Royalty Free

Wednesday November 22, 2006 2:04 PM EST
In a move that truly shows just how much AGEIA values the quality of PC games, the company has come up with a way for developers to use the PhysX engine in their games totally free. This new deal will allow for the PhysX engine to be included in any games without any royaly fees, which means better games and better physics for all. Great news! MOUNTAIN VIEW, Calif. – November 22, 2006 – AGEIA™ Technologies, Inc., the pioneer in hardware-accelerated physics for games, today announced...

Being a video game developer (I develop for both, Playstation 3 and Xbox 360) people ask me almost daily which platform I think is better. These are m

Being a video game developer (I develop for both, Playstation 3 and Xbox 360) people ask me almost daily which platform I think is better. These are my personal feelings, in no way does this reflect my employer. Short answer: Xbox 360. Long answer: Price, performance, visual quality, game selection and online support. I think the Xbox 360 wins in every category.Price: This is obvious; the Xbox 360 core is only $299. The PS3 is around $499 for the 20GB version. It comes with a hard drive, but you don't need a hard drive to enjoy a lot of great games on the 360 so I think it's fair to compare both core systems.Performance: On paper, the PS3 is more powerful. In reality, it's quite inferior to the 360. Without getting into too many details, the three general-purpose CPU's the xbox360 has are currently FAR easier to take advantage of than the SPU's on the PS3. I suspect a few years down the road some high budget, first party PS3 exclusive titles will come out that really take advantage of the SPU's and do things the Xbox 360 can't, but I don't think the console is worth buying based on this speculation (for some it will be though, we'll have to wait and see how these games turn out).Graphics: The Xbox 360 is a clear winner. The GPU is more powerful. It has more powerful fillrate, and far more pixel and vertex processing horsepower. Part of the reason is their choice of memory, and architecture of pixel and vertex procesing. I can't get into details but the same vertex shader will run much slower on the PS3 than the Xbox 360. The 360 also has a clever new way rendering high definition anti aliased back buffers. To accomplish the same effect on PS3 is prohibitively expensive. For this reason I think many games will have no choice but to run in non-HD resolutions on the PS3 version, use a lower quality anti aliasing technique, or do back buffer upscaling. The end result in all cases is going to be noticeably worse image quality.Game Selection: The Xbox 360 has a huge head start here. 1 year is an eternity in gaming. Almost all multi-platform developers have made the Xbox 360 their primary platform due to timing of release-to-market, this means the games will look and perform better on the 360. The PS3 versions will be ports of the 360 versions. (The opposite was true for XBOX 1 vs. PS2). The Xbox 360 is also far faster to develop for due to better development tools (massively popular Visual Studio .NET vs. proprietary, buggy PS3 compiler and debugger), better documentation, and easier architecture (3 general purpose CPU's vs. 8 specialized processors that require DMA). Timing has also caused all next-gen middleware developers to make Xbox 360 their primary platform, and they will 'add ps3 support' as needed. This support will probably be inferior to the Xbox 360's due to manpower and more importantly, demand. It's this catch-22 now that will continue to drive the 360 forward and hold PS3 back.

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Elite creator predicts more growth for sector...

Friday, November 10, 2006

3D Cube MMORPG 50K - 1M Development

3D Cube MMORPG 50K - 1M DevelopmentForum: Game Development Posted By: magicnxnja Post Time: November 10th, 2006 at 5:53:06 pm.