I’ve been trying to learn more and more to improve my engineering/developer skills, I’ve read a ton of books… but here I present you my 10 favorites in no particular order, they all have impacted me in different but positive ways!
To change the technical line of posts, for today’s iDevBlogADay article I will write a bit about my history with Video Games and why I ended up developing them (or at least trying to), I also promise you to not extend the post too much.
Disclaimer: this is not the geek story of “I started programming when I was 4 years old, and wrote a BASIC interpreter at the age of 5″
I also want to add that I’m on vacations in Cordoba Argentina, and that this post was published ( or not ), using the wordpress scheduling function ( which I really hope to work without any issue! ).
In the last article for iDevBlogADay, some libraries and options to integrate Lua to a Game/Game Engine where mentioned and even discussed a bit. Of the listed options, I ended up using luabind. Several people has asked me how does it work, and I pretend to cover the bases here.
I think that I can safely say that there’s no perfect answer to this question, each Game Engine is different and solves different problems in different ways, so the engine design does vary greatly from engine to engine (even though a lot of principles are shared from engine to engine). In the following lines, I pretend to present a bit of my evolution on Engine Scripting and also present some “tips” that I’ve learned on this road.
Gando Games was born about one year ago, I ( Nicolas ) wanted to do Game Development since I had been doing it on my own for about a year. I produced several prototypes for iPhone/iPod Touch, and even if I felt that I was learning quite a bit, I could see that to produce something more polished I was going to need help ( at least in the art department ). That’s when I talked with my old friend Pablo. I’ve known Pablo since I was 6 years old, we met in Kinder Garden!. Pablo has a Bachelor Degree in Fine Arts, and when I started thinking about something like an Art Director for Gando Games I knew that he was the right guy for the Job, I mean, not a lot of artists have played Diablo II 24/7 for months, same could be said for a lot of Games like Warcraft III, Quake II, Quake III, Mortal Kombat, etc.
The model that I presented previously, could work for small games but had issues if we where thinking about medium-large scale games. The design could also be improved to allow more flexibility and facilitate rapid prototyping, which is one of my main concerns.
It’s important to evaluate your own needs since extending and modifying the previous design will add flexibility but it will come with the cost of more complexity in your game/engine code. (more…)
It’s important to state that I’m not an expert and I’m always open to suggestions, so feel free to post your thoughts so we can all learn and share our ideas.
Let’s talk about Game Events first….
Gando Games is pleased to announce our first ever iPhone game. It’s a very fun Arcade/Strategy game. Check out the website here!