Tagged With games development

Shared from Kotaku

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When I think about retro games, forget Mario, Sonic or even Tetris. I think Zork. The quirky text adventure, published by Personal Software (and then Infocom) back in 1980, screwed with players in many, many ways (when it wasn't sending grues after them). I thought I knew its best secrets -- that is until prominent developer Ryan C. Gordon‏ revealed the granddaddy of them all... and the most underhanded use of randomness I've seen in a game for a while.

Shared from Kotaku

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Video game publishers are notoriously secretive about the budgets behind their games, but when a number does slip out, it can be shocking. Games like Call of Duty and Grand Theft Auto cost hundreds of millions of dollars to make, which is tough to fathom -- until you do the maths.

Predicting the future is near impossible -- but that doesn‘t stop us all from having a red hot go. Human beings have been predicting the future since the beginning of history and the results range from the hilarious to the downright uncanny.

One thing all future predictions have in common: they‘re rooted in our current understanding of how the world works. It‘s difficult to escape that mindset. We have no idea how technology will evolve, so our ideas are connected to the technology of today.

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“Daddy? DADDY!”

I look up from my laptop. This video game was supposed to give me a precious 15 minute respite from the endless drudgery of parenthood. What the hell’s gone wrong now?

“DADDY WHAT I DO?

WHAT I DOOOOOO?”

It must be really hard to make a good video game for kids.

I know this because to date, I have only played one good console game made for kids.

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MSI has announced a new version of its 17-inch WT72 laptop specifically tailored for software developers working in virtual reality. Packing in an Nvidia Quadro M5500 8GB GPU, it can be used in conjunction with HTC Vive or Oculus Rift as a complete VR workstation solution for animation and design professionals. (We just want one to play Bullet Train on.)

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CryEngine, the next-gen video game engine behind Crysis, Far Cry and Ryse is moving to a "pay what you want" model in a bid to make game creation more accessible to cash-strapped coders. This grants users unrestricted access to the engine and source code for free. (In other words, you now have no excuse not to make that game you keep talking about.)

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I was terrible at mathematics in my adolescence. I hated it. I dropped it as a subject going into Year 10, though that's not super important, as I eventually dropped myself from the entire curriculum before that HSC. At the time, I had no idea I'd eventually become a games developer, or the lasting effect my disregard for algebra and trigonometry would have.

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Matt Hall is, by almost every definition of the word, 'successful'. 50 million downloads and $10 million later, Crossy Road is probably his most high profile success, but it's one of many. Of the seven games Matt has released on iOS a mind-boggling five have made it to the number one spot. How does he do it? Well, he has a few rules and he follows them to the letter...

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Microsoft may have long-retired XNA, its .NET-based game development framework, but it's still very much supporting games developers. Last year it released the Community Edition of Visual Studio, essentially a "full version" of its programming IDE for hobbyist and professionals alike, as well as Unity Tools for Visual Studio. Now it's partnered with Epic, Unity and Chukong Technologies (Cocos2d) to more deeply integrate these technologies into Visual Studio.