Today I Learned - Rocky Kev

Tagged “gamedev”

  1. TIL Dwarf Fortress Game Design

    'Do not design for your experienced players' and some more tips from one of the most complicated games ever

  2. TIL Breath of the Wild's many parameters

    One of my favorite things to do is dig into how games are made on the data side.

  3. TIL what a Shader is

    Modern GPUs are incredibly flexible. Developers use shaders - to program the GPU to perform effects and complex rendering techniques. Devs write code in a shader language from an API (such as OpenGL) and a shader compiler in the video driver translates that code into binaries that your PC's GPU can run

  4. TIL a junior dev who programmed a World Heroes Genesis by himself

    Yeah, World Heroes (even the original) wasn't anything to write home about. I had to squeeze 82M into a 16M cartridge. The source code was in assembly with absolutely no documentation. There were no testers. There was no one to help me port the artwork.

  5. TIL Korok seed puzzle pattern

    Why I love this is that the designers thought up a few puzzle categories, and sprinkled the open world with these. It creates a very effective piece of optional game play.

  6. TIL High Resolution Time

    The Date object is no longer the recognized method for timing events because it is very imprecise and can be modified by the system clock.

  7. TIL about Oil in Game dev

    It 'feels' wrong when Link gets stuck on a block. Nintendo is fantastic at 'oiling', smoothing out this process so Link automatically moves downwards when he hits a block.

  8. TIL about Edios-Montreal's dialog system

    These are the top-level goals the team needed to create with Codex. String IDs needed to be easily readable. Game scripts needed to be playable fast. Pain-free iteration. Ensemble recording. Fast audio importing. Easily provide context and error-checking for localization.

  9. TIL these game design resources from Alex (@TychoBolt)

    These two massive docs that contain a wealth of info.

  10. TIL that Xbox has a accessibility Guidelines

    The guideline also provides `gamer personas', types of gamers who are affected by that specific issue and how your accessibility solution will help them.

  11. TIL about 'chumps' in BioShock

    In Bioshock Infinite, they have 'chumps' without AI, without the ability to pathfind around - just bodies looping animations with a few flourishes like voice lines.

  12. TIL World of Warcraft had a Developer Island in production code

    This developer island was only for devs, and was used because some bugs couldn't be reproduced on dev servers

  13. TIL how competitive shooters make maps

    For multiplayer fps games a la counterstrike, use node graphs.

  14. TIL how a dev cut GTA Online load times by 70%

    In all, t0st estimates that 1,984,531,500 checks take place (nearly two billion!), again taking up a ton of CPU time.

  15. TIL Halo 2's smart autoload

    Autosaves were special.

  16. TIL Creating save file versions and a update path

    Check save version. If less than current version, update the save data.

  17. TIL

  18. TIL how Monster Rancher generates monsters

    In Monster Rancher, monsters can be generated by inserting any CD into the game system. How does that work?

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