A Postmortem of Air Hare
Background
Air Hare is a 2D action/platform game that I began working on in June 2004. I had the concept for the game months earlier and the motivation to make it was that…
Air Hare is a 2D action/platform game that I began working on in June 2004. I had the concept for the game months earlier and the motivation to make it was that…
The actual coding went by as quickly as it could have. I think that this happened for a couple of reasons. For one, although this is my first "finished" 2-D game - it's not my first attempt. I'm getting to be quite familiar with SDL and game coding in general. This definitely helped how fast I coded at least a working template. In addition, the environment I was in helped tremendously. Just being in a computer lab with a bunch of other people making games made my time…
The first type is the Well-Marketed game. The standard of success for these games is the number of sales, and is about…
Abstract
Before any software product can be released to the general public, it must be thoroughly tested to ensure that it functions as originally intended. For a piece of software that will be used in medicine, for example, testing a product thoroughly can mean the difference between a patient's life and death. Testing is just as important in the gaming industry. Although it might not be a matter of life and death, the shipping of a faulty product can hurt a company's sales and even tarnish the company's image. Delivering a game that is both playable and…
What was Cineme 2004: Video Game Development Summit like you ask? Well, here is a quick summary of my experience, and view on Cineme 2004. The key parts I comment on are the: Ambience, People, Classes, Activities, Small Advertisement, and Speakers.
Ambience - The overall feel of Cineme: VGDS was nice. It seemed to be quite well organized, with everything east to get. The classes/lectures ran smoothly, and everything was well planned. The only thing that should have been different was there should have been more activities, and it should have been bigger.
I find the E3 experience to be a mixed bag. On one hand, I find myself in the center of a gigantic, upscale arcade full of new and unreleased videogames and attractions promoting them. There are elaborate sets, lights, girls everywhere you look, all of them entirely focused on promoting the games that you love. On the other hand, E3 showcases games and the game industry itself in such a way that I can't help but feel a little disappointed. Not to mention how incredibly exhausting it is to walk around all day, carrying a bag…
"Wsoft Bomberman" (wbomb) was a simple 2D clone of the Super Bomberman games on SNES. The goals behind this game was to create a solid game engine that could be used for other 2D tile based games, and to help game development beginners to get a handle for things. We would then add network support and possibly AI controlled bombermen.
The games final build is available here: http://www-personal.umich.edu/~dratti/WBombFinal.zip
If you decide to muck around with the source code, or are interested in seeing how objects are handled, a small tutorial is available here: Continue reading