Search
Write a publication
Pull to refresh
293.41

Game development *

Game development

Show first
Rating limit
Level of difficulty

Cataclysm Dark Days Ahead: Static Analysis and Roguelike Games

Reading time10 min
Views4.7K
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!
Read more →

Top game development companies in the world

Reading time21 min
Views12K

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.


Read more →

«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.

Read more →

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

Reading time15 min
Views4K

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!



Read more →

Building Games with MonoGame

Reading time1 min
Views2.7K
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.

Read more →

Achieve more with Microsoft Game Stack

Reading time5 min
Views2.5K

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.

Read more →

My and my girlfriend’s first video game. Development with Unity. Part 1

Reading time7 min
Views5.5K
If not to take into account releases for Android and a dozen of abandoned projects just before they were ready, then yes, it is our first game appropriate for more than one platform. How did it all start? Very simply. We worked on another project, let’s call it “project A”, and we’d been working on it for a long time when we decided to make a game during a couple of months and use it to train our marketing skills, and then immediately release our “project A” when we would be more experienced in the promotion of games. But the plan failed and “project A” was kept untouched for the whole year. But this story isn’t about “project A”, it’s about a logical game called «Cubicity: Slide puzzle».


Read more →

Levelord, an Ordinary Moscow Resident: Interview with the Creator of Duke Nukem

Reading time20 min
Views6.5K
RUVDS together with Habr.com continues the series of interviews with interesting people in computer field. Previously we met Boris Yangel, who heads AI development of Yandex’s Alice voice assistant.

Today we bring you an interview with Richard (Levelord) Gray — level designer of such legendary games as Duke Nukem, American McGee Alice, Heavy Metal F.A.K.K.2, SiN, and Serious Sam. And he is the one who coined the famous phrase «You are not supposed to be here». Richard was born and spent most of his life in USA, but several years ago he moved to Moscow to his russian wife and daughter.

These who speak to Richard are Nick Zemlyanskiy, editor of Habr.com, and Nikita Tsaplin, co-founder and managing partner of RUVDS company.


→ Text and video in Russian

How to promote an incremental game? Free of charge, fast and effective*

Reading time1 min
Views1.8K
If you ever created a game, you probably ran into the same problem as a lot of game developers before you: nobody knows about your game. In the article, I will tell you how to promote an incremental** game for free, fast and somehow effective.
Read more →

Designing Sound for Pathfinder: Kingmaker

Reading time16 min
Views3.3K


Pathfinder: Kingmaker (PF:K for short) is a role-playing video game created by Owlcat Games, released in Fall 2018 on Steam and GoG. Inspired by classic Bioware games, this project uses a popular board game system ruleset, combat takes place in Real-Time with Pause, follows an isometric camera, and has a non-linear story with multiple unique endings.


In this article, I will share a little about how we worked on designing the audio throughout the game’s development including task management, the search for inspiration, and troubleshooting. An experienced specialist may not find anything particularly groundbreaking in this recap, but beginners and enthusiasts will definitely discover some points of interest.

Valentine's Day Application on Libgdx

Reading time7 min
Views3.8K

Every year there are a lot of articles dedicated to Valentine's Day. I also decided to get involved in this topic and create something original and unusual. The idea was to create a simple Android application with hearts that would have their physical models and interact with each other. Then I added text, sounds, particles and some other effects. The resulting app was working and quite original! In this article I will describe the creation process, as well as the capabilities and pitfalls of the libgdx library.


Valentines Day Hearts.

Read more →

Videogame monsters: how to sow fear

Reading time4 min
Views3.3K

In video games, enemies are one of the key figures, without which a game might lose its meaning, and when it’s not only enemies, but terrifying monsters, they often create the chilling atmosphere intended by the developers. It’s impossible to imagine Silent Hill without the Pyramid Head, or Outlast without Chris Walker, and so on, you get the idea. Monsters are a cumulative image of a video game enemy, and it’s not necessarily an ugly demon or a giant spider: even an angry neighbor, like in Hello Neighbor, is a monster despite his human appearance.

This is where the reader probably asks:


what’s the point of this article?
Read more →

Teaching kids to program

Reading time6 min
Views2.4K

Hi. My name is Michael Kapelko. I've been developing software professionally for more than 10 years. Recent years were dedicated to iOS. I develop games and game development tools in my spare time.


Overview


Today I want to share my experience of teaching kids to program. I'm going to discuss the following topics:


  • organization of the learning process
  • learning plan
  • memory game
  • development tools
  • lessons
  • results and plans

A bot for Starcraft in Rust, C or any other language

Reading time12 min
Views53K

StarCraft: Brood War. This game means so much to me! And to many of you, I guess. So much, that I wonder if I should even give a link to its page on Wikipedia or not.


Once Halt sent me PM and offered to learn Rust. Like any ordinary people, we decided to start with hello world writing a dynamic library for Windows that could be loaded into StarCraft's address space and manage units.


The following article will describe the process of finding solutions and using technologies and techniques that will allow you to learn new things about Rust and its ecosystem. You may also be inspired to implement a bot using your favorite language, whether it be C, C++, Ruby, Python, etc.

Ready to roll out!

Creator of while True: learn() on programming in game development, VR issues and machine learning simulation

Reading time22 min
Views4.5K


A few years ago I had a feeling that Oleg Chumakov (then working at the game studio Nival) was the most famous programmer in the game development industry. He was giving speeches, hosted Gamesjams and frequently showed up on the podcast How games are made.

When VR hit the market, Oleg was chosen to lead the company’s new department — NivalVR. But, as you probably know, VR didn’t quite take off as much as people expected.

I kind of moved to other to other things in life and stopped keeping up with game development for a while, but after getting into it again I noticed that things were looking up for Oleg’s team. Now it’s called Luden.io, and their machine learning expert simulator, while True: learn() became a huge hit in its admittedly small niche. Lots of cool stories are happening around the game and the team.

We decided to do an interview with Oleg, but I couldn’t stick to one topic — his life up to this moment has been, for the lack of a better word, “interesting”. He’s seen it all. And, to ensure that a programmer could talk about programming without fear of looking too “nerdy”, the interview was conducted by my friend, colleague and an experienced developer of its own fillpackart.

The hard-to-catch bug in LittleBigPlanet

Reading time2 min
Views1.8K
image

Author of the original post in Russian: HotWaterMusic

The history of the world's gamedev knows quite a few curious bugs that had to be tackled by developers. In fact, judging from the story that Media Molecule's CTO Alex Evans shared on his Twitter page this past weekend, many legends are still waiting to be heard. Evans is famous for his part in a demoscene performance of late 1990s and his work on the LittleBigPlanet game series and on Rag Doll Kung Fu.

The case I am referring to in this article took place ten years ago, in 2008. While working on the first part of LittleBigPlanet — an original puzzle platform video game that was to be released exclusively for PlayStation 3 — the company's developers came across a really hard-to-catch bug.

Normally, for a game to get the green light to be released for consoles, it needs to pass a certification process, i.e. meet a set of requirements predefined by the platform owner. The certification may also include more specific requirements, such as the game running smoothly without crashing for 24 hours.

The development of LittleBigPlanet was at its last stage, with just two weeks to final deployment and distribution. Suddenly a tester from the company's QA in Japan reported that the game was consistently crashing when left overnight. Now the release was evidently out of question unless the bug was fixed.
Read more →

Authors' contribution