mittentacular

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182 entries
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mittens
December 29, 2008
iPhone/iPod Touch Game Development
The iPhone/iPod Touch is a pretty rad little platform. It has vastly more powerful hardware and a far greater ease of development than I would have ever expected going into it. The biggest problem for me at the moment is that I don't actually have a Mac to call my very own. Someone deemed me respon…
761 views
mittens
December 05, 2008
The Death of the Death of Game Criticism
Also published at my personal site.

Supposedly, there's a problem with game journalism (part one). It's worth pointing out that if you have an article entitled "The Problem with Games Journalism," then the tagline of your site best not be "Independent game journalism."

Yesterday, Kotaku published a p…
643 views
mittens
November 22, 2008
Games as Art (as Games)
Esquire's Future of Video Game Design is considered required reading in these parts from today onward. And, given this revelation, Jason Rohrer's Passage is also now considered required playing.

The Esquire piece brings about one of the game industry's favorite set piece discussions (along with digi…
675 views
mittens
November 17, 2008
Mechanics 7: Heart of Darkness (Far Cry 2)
I just got another mission from the unnaturally quick-speaking warlord of the African UFL -- one of two warring factions in Far Cry 2 -- when one of my buddies gave me a call on my cell phone telling me to meet them if I wanted to make my mission take twice as long as it would if I simply followed …
656 views
mittens
November 16, 2008
Cubegasm Source Code Release
Short story made shorter: I'm putting my XNA Action/RTS Cubegasm on hold. My framework isn't nearly robust enough to make the kind of game I want to make and, since this is strictly a hobby project, I'd rather not have to put all of the gameplay on hold while I flesh out the necessary backbone in o…
644 views
mittens
November 10, 2008
Mechanics 6: You're the Hero Now, Dog
Ruff, ruff!

This quote comes from one of the only, if not the only (aside from Half-Life 2's Alyx Vance), video game companion that never becomes annoying or troublesome to gamers. One of the most recurring problems in any video game is that of trying to create a companion in a video game that can t…
552 views
mittens
November 03, 2008
Mechanics 5: Vault-Tech Assisted Targeting System
With the development of Fallout 3, Bethesda Softworks faced a dilemma: they had to make a first-person RPG engine that was typically used for high-fantasy RPG/adventure games handle the intensity, gore, and statistical probability of the gunplay in Black Isle's cult-legend Fallout and Fallout 2 in …
775 views
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mittens
October 27, 2008
Mechanics 4: Integrating the UI
Interfaces of all sorts are one of the most game-specific features of any entertainment medium; there's never an ammo counter on-screen when watching John McClane do Die Hard thing or a health indicator attached to Forrest Gump's forehead in his movie -- that would be ridiculous. Yet throughout the…
822 views
mittens
October 20, 2008
Mechanics 3: Achievements
Everyone likes candy. Diabetics or people on a strict diet may nay-say such a statement but, for the rest of us, a bit of candy here and there is a little treat composed solely of sugar and happiness. Achievements in video games are similar class to a piece of candy. Players can gain achievements f…
929 views
mittens
October 13, 2008
Mechanics 2: Choke and Capture Points
The Battle of Thermopylae is a battle in ancient history where the Greek forces led by King Leonidas used the pass of Thermopylae to funnel the Persian army, hundreds of thousands of troops deep, led by Xerxes into a small pass where 300 Spartans (and Thespians, Thebans, and Helots for a total of a…
836 views
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