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Dagaz: A new Beginning

Reading time23 min
Views1.7K
It runs south and circles north, circling, circling to run with its wind
And according to its circuits the wind returns;
All the rivers run into the sea — and the sea does not overflow,
To the place where the rivers run, — There they continue to run;

The book of Ecclesiastes


In 1998, a completely unique, for its time, application was developed that allows you to reduce the process of developing an abstract board game (or puzzle) to a small text description language, vaguely reminiscent of Lisp. This project was called Zillions of Games. It created a furor among fans of board games. Currently, over 2,000 applications have been created using this technology.
Total votes 7: ↑7 and ↓0+7
Comments2

Where Do Mojibakes Come From? Essentials of Encodings

Reading time9 min
Views686


This article explores the basic concepts behind character encoding and then takes a dive deeper into the technical details of encoding systems.


If you have just a basic knowledge of character encoding and want to better understand the essentials, the differences between encoding systems, why we sometimes end up with nonsense text, and the principles behind different encoding system architecture, then read on.


Getting to understand character encoding in detail requires some extensive reading and a good chunk of time. I’ve tried to save you some of that effort by bringing it all together in one place while providing what I believe to be a pretty thorough background of the topic.


I’m going to go over how single-byte encodings (ASCII, Windows-1251 etc.) work, the history of how Unicode came to be, the Unicode-based encodings UTF-8, UTF-16 and how they differ, the specific features, compatibility, and lack thereof among various encodings, character encoding principles, and a practical guide to how characters are encoded and decoded.

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How to Localize a Mobile Game for the Asian Market

Reading time7 min
Views1.5K


With the Asian market rapidly growing, almost every ambitious IT product sooner or later faces the challenge of localization for this region. And without knowing all its facets any localization project is rather doomed to fail. That’s why we at Alconost have decided to translate and share with you the article on localizing games for Asia by Plarium, a global game developer with solid experience in game localization. We found here some useful approaches that are also valid for our localization projects and hope that you’ll like the reading, too.

For Western developers, entering the Asian market is like entering outer space, only 30 megabytes heavier. Localizing games into Japanese, Chinese, and Korean requires a Herculean effort. You need to account for certain technical requirements and scrupulously research the market and the target audience’s mindset. But if this is your dream, keep reading — our experience should stand you in good stead.

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Localization or Creative Adaptation? Case Study of the Game Streets of Rogue

Reading time5 min
Views1.1K


About the game Streets of Rogue


In 2017 tinyBuild released Streets of Rogue, a unique visual successor to the hit game Punch Club. Streets of Rogue is remarkable for the variety of its game features and genre elements. The developers combined an intense top-down roguelike, a retro pixel art style, an atmosphere of irrepressible excitement, classic character levelling, and questing. The game revolves around playing through a series of randomly generated cities. This can be accomplished via brute force, stealth, or hacking — it’s up to you!


How and why the game needed to be localized


Streets of Rogue quickly garnered a warm reception from gamers and the press alike, so tinyBuild naturally decided to bring the game to a wider international audience.

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Total votes 5: ↑5 and ↓0+5
Comments0

Best Languages for Game Localization

Reading time5 min
Views1.3K


In the previous article, we discussed the most important languages for app localization. Soon afterward we received several requests to share our perspective on the key languages for game localization. That’s why we came up with this new post.

We’ve analyzed localization languages from the perspective of return on investment.

There are numerous case studies, research projects, and forecasts regarding the most promising countries and languages for game localization. In this article, we’re going to examine the game language issue from the perspective of the most efficient allocation of your localization budget.

What are the highest- and lowest-priority objectives when it comes to game localization?


We suggest raising this question first before selecting localization languages. Why? Because, depending on the type of game you’re localizing, your business objectives, and your audience’s expectations, there are several levels of localization.

You can do the minimum required and stop at the first level, or you can go further with a step-by-step localization and maximize outreach.

The first thing to start with is the localization of keywords and game description for app stores. This alone might work perfectly well if your game has little to no text or voice and its interface design is fully compatible with the standards of the country you are targeting.

Next, if your game contains text-based instructions, you have no choice but to translate them. In addition, other design choices will also need adjustments in terms of colors, numbers, and other local standards.

Finally, voice-over, if present in the game, must be translated as well, or at least subtitled. Or you can fully complete the localization process by rerecording voice-over in your target languages, thereby providing the perfect user experience.

Written by Alconost
Total votes 3: ↑3 and ↓0+3
Comments2

Make it easier to get finished: Interview with John Romero, developer of Doom

Reading time12 min
Views5.8K
At the last Tech Train IT festival, we met the legendary John Romero, who designed and developed the iconic Wolfenstein 3D, Doom, and Quake. We talked about whether game developers need soft skills, which working tools to pay attention to, and which co-founder of Id Software's favorite toys are. Questions were asked by Nikita Tsaplin, the founder of RUVDS.


→ Text and video in Russian
Total votes 26: ↑25 and ↓1+24
Comments0

PVS-Studio Usage when Checking Unreal Engine Projects on the Windows OS

Reading time10 min
Views1K

Picture 2

This article focuses on the specifics of checking Unreal Engine projects with the PVS-Studio static analyser on the Windows operating system: how to install the analyser, check a project, where and how to view an error report.
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Total votes 32: ↑29 and ↓3+26
Comments1

Yet Another Android snake with Kivy, Python

Reading time20 min
Views6.4K
Hello, there.

[UPD from 2021: I highly recommend following this tutorial with an utmost caution]

A lot of people want to start programming apps for Android, but they prefer not to use Android Studio and/or Java. Why? Because it's an overkill. «I just wanna create Snake and nothing more!»



Let's snake without java! (with a bonus at the end)
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Total votes 3: ↑3 and ↓0+3
Comments2

How to set up PVS-Studio in Travis CI using the example of PSP game console emulator

Reading time11 min
Views677

PPSSPP

Travis CI is a distributed web service for building and testing software that uses GitHub as a source code hosting service. In addition to the above scripts, you can add your own, thanks to the extensive configuration options. In this article we will set up Travis CI for working with PVS-Studio by the example of PPSSPP code.
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Total votes 26: ↑24 and ↓2+22
Comments0

PVS-Studio Looked into the Red Dead Redemption's Bullet Engine

Reading time10 min
Views4.5K
Picture 4

Nowadays there is no need to implement the physics of objects from scratch for game development because there are a lot of libraries for this purpose. Bullet was actively used in many AAA games, virtual reality projects, various simulations and machine learning. And it is still used, being, for example, one of the Red Dead Redemption and Red Dead Redemption 2 engines. So why not check the Bullet with PVS-Studio to see what errors static analysis can detect in such a large-scale physics simulation project.
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Total votes 34: ↑31 and ↓3+28
Comments0

Almost Perfect Libraries by Electronic Arts

Reading time4 min
Views5.7K
Our attention was recently attracted by the Electronic Arts repository on GitHub. It's tiny, and of the twenty-three projects available there, only a few C++ libraries seemed interesting: EASTL, EAStdC, EABase, EAThread, EATest, EAMain, and EAAssert. The projects themselves are tiny too (about 10 files each), so bugs were found only in the «largest» project of 20 files :D But we did find them, and they do look interesting! As I was writing this post, we were also having a lively discussion of EA games and the company's policy :D

Picture 1

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Total votes 24: ↑22 and ↓2+20
Comments0

The one who resurrected Duke Nukem: interview with Randy Pitchford, magician from Gearbox

Reading time38 min
Views3.7K
RUVDS and Habr continue the series of interviews with interesting people in IT field. Last time we talked to Richard «Levelord» Gray, level designer of popular games Duke Nukem, American McGee’s Alice, Heavy Metal F.A.K.K.2, SiN, Serious Sam, author of well-known «You’re not supposed to be here» phrase.

Today we welcome Randall Steward «Randy» Pitchford II, president, CEO and co-founder of Gearbox Software video game development company.

Randy started in 3D Realms where contributed to Duke Nukem 3D Atomic Edition and Shadow Warrior. Then he founded Gearbox Software and made Half-Life: Opposing Force, which won D.I.C.E in 2000. Other Gearbox titles include Half-Life: Blue Shift, Half-Life: Decay, Counter-Strike: Condition Zero, James Bond 007: Nightfire, Tony Hawk's Pro Skater 3, Halo: Combat Evolved and of course Borderlands.

The interview team also includes editor of Habr Nikolay Zemlyanskiy, Richard «Levelord» Gray, Randy’s wife Kristy Pitchford and Randy’s son Randy Jr.


Total votes 33: ↑32 and ↓1+31
Comments0

Making games is [not] hard. Looking back at small mobile project on Unity3D

Reading time11 min
Views2.4K
When you have an idea of a new game mechanic, or even flash of interesting concept — soon you'll be obsessed about it with an immense urge to start doing something already. Sometimes you write such ideas down somewhere and bring them a chance to ignite full development cycle later. But I've stumbled upon the opposite action. My current game became this giant monster eating finance and time, and grown much bigger than I ever thought. So, I've needed to put it back for a while. But I could not sit without game development, and in my free time I've started to work on my new project! Plus that one was quite different from the previous ones, because I've decided to target mobile. If you are interested in how this project was done, from a small idea to the final release, then let's dive into it!


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Total votes 17: ↑15 and ↓2+13
Comments0

Cataclysm Dark Days Ahead: Static Analysis and Roguelike Games

Reading time10 min
Views4.5K
Picture 5

You must have already guessed from the title that today's article will be focusing on bugs in software source code. But not only that. If you are not only interested in C++ and in reading about bugs in other developers' code but also dig unusual video games and wonder what «roguelikes» are and how you play them, then welcome to read on!
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Total votes 25: ↑25 and ↓0+25
Comments0

Top game development companies in the world

Reading time21 min
Views11K

The game industry is growing, especially among small, independent development companies. If you're looking for a game development company, let's take a glimpse at some top game development companies ranked, basing the list on games, as well as the number of existing players and uniqueness.


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Total votes 12: ↑10 and ↓2+8
Comments3

«Non-Blockchain Games Involving Money Must Die»

Reading time4 min
Views1.7K


Dmitry Pichulin, known under the nick «deemru», won the game Fhloston Paradise, developed by Tradisys on the Waves blockchain.

The winner of Fhloston Paradise was supposed to be the player paying the very last stake during a 60-block period, before any other player could pay their stake and reset the counter to zero. The winner would collect all stakes paid by other players.

Dmitry's winning recipe was the bot Patrollo, which he created. The bot paid just eight 1 WAVES stakes for Dmitry and eventually won him 4,700 WAVES ($13,100). In this interview, Dmitry discusses his bot and prospects of blockchain games.

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Total votes 21: ↑17 and ↓4+13
Comments0

Flash-animation in Unity3D from scratch. Part one, lyrical

Reading time15 min
Views3.8K

In this article series, I will talk about how and why we decided to create our own solution for import of Flash animation to Unity, and about optimization techniques and internal workings of the plug-in. I also have lots of other fascinating stuff to tell about: internals of the SWF format, special features of the Unity editor extension and general matters of animation. You'll find all that inside!



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Total votes 10: ↑9 and ↓1+8
Comments0

Building Games with MonoGame

Reading time1 min
Views2.6K
MonoGame is an Open Source implementation of the Microsoft XNA 4 Framework. It allows developers to create games for iOS, Android, MacOS, Linux, Windows, Xbox and PlayStation.

In this episode, Brian Peek comes on to talk to us about how to get started with MonoGame, and also show some interesting games that have been built with the framework.

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Total votes 4: ↑3 and ↓1+2
Comments0

Achieve more with Microsoft Game Stack

Reading time5 min
Views854

Microsoft Game Stack


Microsoft is built on the belief of empowering people and organizations to achieve more – it is the DNA of our company. We are announcing a new initiative, Microsoft Game Stack, in which we commit to bringing together Microsoft tools and services that will empower game developers like yourself, whether you’re an indie developer just starting out or a AAA studio, to achieve more.


This is the start of a new journey, and today we are only taking the first steps. We believe Microsoft is uniquely suited to deliver on that commitment. Our company has a long legacy in games – and in building developer-focused platforms.


There are 2 billion gamers in the world today, playing a broad range of games, on a broad range of devices. There is as much focus on video streaming, watching, and sharing within a community as there is on playing or competing. As game creators, you strive every day to continuously engage your players, to spark their imaginations, and inspire them, regardless of where they are, or what device they’re using. We’re introducing Microsoft Game Stack, to help you do exactly that.

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Total votes 7: ↑5 and ↓2+3
Comments0

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