Tue 16 Aug 2011
Domithan’s Research Videos about Indie Horror – Episode: Deity (Clock Tower)
Posted by D0mithan under Features, Games & Game Design
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Tue 16 Aug 2011
Posted by D0mithan under Features, Games & Game Design
No Comments
Wed 6 Jul 2011
Posted by Jess Beebe under Dev Diaries, Features
[4] Comments
As of this writing, it’s been just a few weeks since I finished a project that took me more than a year and a half to complete – Adventure: All in the Game. Whenever I’m asked what this game is about by someone not familiar with adventure games, it’s always a challenge for me to explain it thoroughly. It’s a combination of so many different things clumped together that it’s hard to break it down into its essential parts. (more…)
Tue 22 Feb 2011
Posted by Drew Wellman under Features, Indie, Reviews
[5] Comments
Once again, it’s time to look back on the games of yesteryear and give the best ones shiny digital trophies. The annual AGS Awards are coming up shortly and the nominees were recently announced, so let’s take a look at the contenders for Best Game Created With AGS in 2010. Hopefully, you’ll be more informed about the contenders.
Still, as LeVar Burton said, don’t take my word for it. I highly encourage you to play all the nominees for yourself, as they’re all excellent. This article promises to have 20% more spunk than last year’s.
Fri 11 Feb 2011
Posted by Jan Jacob Mekes under Features
[8] Comments
Sat 11 Dec 2010
Posted by Theodor Waern under Features, Games & Game Design
[8] Comments
Fri 15 Oct 2010
Posted by Derrick Freeland under Features
[2] Comments
I’m sure that most of you are both gleefully and painfully aware of all the different techniques for creating an adventure game world. Apart from simply showing the world through sprites and background images; there are characters that tell players about the world, hot-spots with rollover text that tell them what they’re looking at, cut scenes that can show a wider view of the world, expository narration that tells players about the setting of the story… the list goes on.
For this particular article, I’d like to put aside these other techniques and focus on what it takes to create the game world visually. (more…)
Fri 1 Oct 2010
Posted by Jan Jacob Mekes under Features
[9] Comments