In a follow-up session to my earlier interview with Richard Garriott, we discussed the asynchronous multiplayer technique being discussed for Shroud of the Avatar, known as Selective Multiplayer.
A system which allows people to play offline in an MMO setting, even on a consumer tablet, such as an iPad is a rather bold goal. Take a read, and see what you think.
I finally got a chance to sit down and check out Kerbal Space Program. It's been around for a while, but I was waiting until it was a little farther along in development.
Earlier this year, it hit Steam for Early Access, and now has a career mode, so I dove in.
For numbers nerds and wannabe rocket scientists, this is the game you want to be playing.
Check out the full preview for more details below.
During the Unite 2013 expo, I had the opportunity to sit down with David Helgason of Unity after the keynote and chat about the current state and future of the company. If you're not familiar with the Unity engine, it is one of the most widely used game engines in the industry, largely through its widespread adoption on mobile devices.
We covered a variety of topics, and should provide a good insight for those who are unfamiliar with the engine.
I took a look at BioShock Infinite in anticipation for the upcoming DLC, and found it to be overall a good game experience, with a few caveats.
I got the opportunity to catch up with Richard Garriott at the Unite 2013 conference in Vancouver and discuss the progress on Shroud of the Avatar, and his thoughts on a variety of topics in the development process.
In this three-part interview, we covered a variety of topics:
We talked about Planetary Annihilation's Kickstarter campaign last year, and now it's time to check in on the project and see how things are going.
I spoke with Jon Mavor at PAX Prime this year, and have taken some hands-on time with the alpha and beta releases to see where things stand with one of the most ambitious RTS projects ever.
In 2010, Ian Bogost lampooned the social games space with his title Cow Clicker. In August of 2013, Cookie Clicker has appeared to give its own take on the "click on something to get a cookie" genre. Literally.
It's one of the unfortunate truths of game design. You are likely to spend more time in Word, Excel, and Outlook than you do in the actual game engine if you are a high-level designer or writer. Design docs bounced around the office via email in Word to go through multiple passes of revision and feedback. In order to make this process easier, Word includes change tracking features named, appropriately enough, Track Changes.
A surprising number of students enter the workplace without having worked in a collaborative writing environment, so this quick primer is designed to help you get up to speed quickly in one of the more boring, but useful, pieces of software you'll use on a daily basis in the game industry.
I got the opportunity to check out the current progress on the Oculus Rift at both Unite 2013, and PAX Prime 2013, including going eyes-on with the HD prototype. There's a lot to discuss, so let's get started.
Over the next few weeks, I'll be talking about Unity, and the Unite 2013 conference. The show, put on by Unity, was a small expo held in Vancouver, BC, and covered a wide variety of topics.
Let's get things kicked off with what the keynote covered, and what we know about Unity 2.3 so far.