I’m still trying to figure out how to use these within Unity, specifically putting the grass/ground whatever texture on a cube etc. But they are lovely, aren’t they? Like aNTeNNa trEE said, clean and every pixel counts.
Yes it is. Along with ideas about how short games rock, and why we should be sharing our ideas about games with other developers. Great reading usually.
One of my faves on the list is this one (and the Gamasutra link) …
The best definition of “game” I’ve ever come across came from some guy at EA who said (I paraphrase) a game is an enjoyable activity along with an excuse for repeating that activity. It’s a very good and simple definition (actually, I think, better that Danc’s – the whole “risk reward” model is a bit overemphasised; I can think of plenty of exceptions).
What Danc’s article is good for is emphasising the fact that you need to build the enjoyable activity first so that you can refine it. Too many games start off on the “refinement” (chrome-plating the machinepistol, as another game designer put it) and never get around to getting the core thing – the enjoyable activity – right.
That article really is quite awesome. I sort of learned the “evolutionary design” thing just as what I ended up doing… Its interesting to see it in words, and it made me think about game designs.