Linux games

RSS

Blog: Simple mechanics, complex puzzle creation - Part 4

Gamasutra - January 13, 2017 4780

Wrapping up our series investigating interesting level characteristics, we finally answer our original question: Can computer-aided puzzle design help us create fair, fun and interesting challenges? ...


Blog: What kind of tools should kids make games with?

Gamasutra - January 11, 2017 4663

A look at the kinds of tools available for kids to develop games with, and an exploration of the pros and cons of each. ...


Don't Miss: How Rogue Legacy handles tutorials without being boring

Gamasutra - December 28, 2016 3907

How do you teach players how to play your game without getting bogged down in boring tutorials? Rogue Legacy developer Teddy Lee shares his secrets. ...


How Rocket League's netcode stacks up against other online games

Gamasutra - December 21, 2016 3519

An analysis from Battle(non)sense takes a look under the hood to see how Rocket League's netcode minimizes lag in fast-paced, competitive online gameplay. ...


Don't Miss: How TowerFall found magic in depth, simplicity, and community

Gamasutra - December 20, 2016 3467

TowerFall dev Matt Thorson talks about his approach to game design -- how to make a game intuitive yet communicate the depth of its design to players, so they learn it naturally. ...


Blog: Bombernauts dev Tyler Glaiel's top 11 games of 2016

Gamasutra - December 20, 2016 3461

Here are some words about each of the top 11 games I played in 2016. Well okay, these are the only games I played this year so its really just "The 11 Games I Played This Year." ...


Best of 2016: Jake Solomon on the careful use of randomness in XCOM 2

Gamasutra - December 19, 2016 3422

"As a developer, you have to accept that when it comes to unpredictability, there's going to be an uneven experience. If you shave off the lows, a lot of the time you're shaving off the highs." ...


Video Game Deep Cuts: Top Of The DOOM

Gamasutra - December 18, 2016 3375

The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, examines DOOM's making, several 'Top Games Of Year' charts, & much more. ...


Gamasutra discusses the top 10 developers of 2016

Gamasutra - December 18, 2016 3362

The editorial overlords of Gamasutra sit down to talk about what defined the standout developers of 2016. ...


Gamasutra's Best of 2016: Kris Graft's top 10 games

Gamasutra - December 16, 2016 3242

Wow, I liked video games a lot in 2016. ...


Here are your juries for the IGF 2017 Design, Audio, and Narrative awards!

Gamasutra - December 12, 2016 3022

A diverse array of lauded developers and industry professionals make up the juries of the GDC 2017 Independent Games Festival, who will decide the finalists for next year's awards. ...


Doom-inspired roguelike goes open-source in a bid to outrun Zenimax lawyers

Gamasutra - December 07, 2016 2761

Many devs will probably appreciate the symbolic resonance of this move, given that id Software open-sourced the original Doom code almost twenty years ago. ...


Devs raise over $160k for charity via sales of A Good Bundle

Gamasutra - December 01, 2016 2433

A Good Bundle, the game bundle featuring the work of over 115 game devs and other creators that was recently sold through the itch.io game storefront, has managed to raise over $160,000 for charity. ...


Why the moral structure of Tyranny makes it an interesting RPG

Gamasutra - November 30, 2016 2371

Tyranny makes a big deal about having players work for the villain, but that doesn't necessarily mean morality is stripped away from gameplay--we examine how. ...

100+ devs unite to sell a bundle of their work & donate all proceeds to charity

Gamasutra - November 22, 2016 1930

Itch.io has begun selling A Good Bundle, a pack of up to 151 games, game dev tools and other intriguing creations, with all proceeds being split equally between the ACLU and Planned Parenthood. ...


At GDC 2017, get a behind-the-scenes look at composing music for Doom

Gamasutra - November 18, 2016 1700

In his GDC 2017 session on "Doom: Behind the Music," composer Mick Gordon will delve into the composition, production and creative philosophies behind the hell-raising 2016 game soundtrack. ...


Blog: Weaving narratives into procedural worlds

Gamasutra - November 18, 2016 1696

Examining the value, characteristics, and methods of integrating static narratives into otherwise procedurally generated environments. ...


Submit your weird prototypes to the GDC 2017 Experimental Gameplay Workshop!

Gamasutra - November 16, 2016 1592

The folks behind GDC 2017's Experimental Gameplay Workshop are calling for submissions of your interesting new (and playable!) video game prototypes. The more intriguing and experimental, the better! ...


The US Election, a Need for Curation, and the Power of Story

The Scholarly Kitchen - November 14, 2016 1465

A post election look at what publishers can learn from the process. Continue reading