1. Daniel Benmergui: Storyteller: You don’t know what I know
Fresh Nuovo Awardist Daniel Benmergui tells the story behind his Storyteller. It’s all about storytelling. Quite a story. Sorry. We’ll stop now. Read post here!
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I am particularly interested in characters lying to each other, and acting upon false information. This would make some stories trickier as players will have to remember who knows what.
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Read the rest of the 5 Devblog Posts of the Day after the break.
2. Blendo Games: Atom Zombie Primordial Soup
Have a look at the video of a very early iteration of Atom Zombie Smasher and read all about the lessons learned. It’s interesting. Even if you’re one of the two remaining developers not making a game with zombies in it. Read post here!
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One of my goals was to make the controls easy enough to learn in a few seconds, so I intentionally avoided using the triggers, bumpers, d-pad, and right stick.
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3. Seven-day Roguelike Development Quest: 7DRL Challenge
During the Seven Day Roguelike Challenge a bunch of developers made over seventy roguelikes. What? Roguelikes. Wiki says: The roguelike is a sub-genre of role-playing video games, characterized by level randomization, permanent death, and turn-based movement. Now you know. Check this year’s entries here!
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Well, it’s a long story. Basically, I failed, although I still plan to work on the roguelike.
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4. Bean: The Creators Project
Michael Molinari showed his browser game Basketbelle at The Creators Project event. Read post here!
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I was honored to be able to demo BasketBelle at The Creators Project event at Fort Mason in San Francisco. There were a couple other games there from Jason Rohrer and Mark Essen, but most of the draw of the crowd was to see a bunch of live bands and large scale art installations.
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5. Xform: Character Control
3D Flash and Shockwave darlings Xform explain a bit on how they go about controlling the characters in their games. Read post here!
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Whenever the physics engine gives us a collision event between the character and the ground we know we have touched the ground. In this way however we might be too late with our landing animation: we might want to play the animation before we actually hit the ground..
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