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PUBLIC MARKS from bcpbcp with tag 2006

18 February 2006 23:00

GameCultura: Mini Games Experimentais

# o projeto todo deve ser feito por uma pessoa apenas em uma semana; # e cada jogo deve estar centrado em apenas um dos play elements fundamentais (isso é jargão de game designer, mas são basicamente os elementos que diferenciam os games dos outros softwares)

Casual Game Design » Game design at Casuality Europe

# Make it really hard. # Have a dozen mediocre game modes instead of one good one. # Make it a 600 MB download that requires two next generation video cards and 4GB RAM. # Price your game at $35 or $3.50 and sell only from your myspace homepage. # Use the right mouse button. # Give it a terrible name or theme. # Award low scores. # Expect users to read. # Make it challenging and cerebral. # Ignore what everyone else says about your game.

18 February 2006 22:00

Linkology - How the Most-Linked-To Blogs Relate

There are upwards of 27 million blogs in the world. To discover how they relate to one another, we’ve taken the most-linked-to 50 and mapped their connections. Each arrow represents a hypertext link that was made sometime in the past 90 days. Think of those links as votes in an endless global popularity poll. Many blogs vote for each other: “blogrolling.” Some top-50 sites don’t have any links from the others shown here, usually because they are big in Japan, China, or Europe—regions still new to the phenomenon.

Heroine Sheik » Blog Archive » Orgasm: the Ultimate Game

What is a game, at its simplest, but an interactive challenge with a goal? Let’s go one better, and say a game — this game at least — takes skill, and that that necessary skill-level, along with the game itself, gets higher/faster/harder as the game continues, until it finally culminates in one last explosive battle.

GameCultura: ARG's na Folha de São Paulo amanhã

recomendar a matéria sobre ARG's que sai na Folha de São Paulo amanhã.

Ottomax

Jogo de gerenciamento de empresas

Freeloader Vol. 3: ABA Shooter Madness from 1UP.com

ABA Games is a little Japanese company that has dedicated itself to that strange, videogame induced Nirvana, and they've produced a half dozen games that'll help you get there. Stranger still, they don't want a penny for it. How enlightened.

Schtick 'Em Up: The Shooter Gets Weird from 1UP.com

Shooters are the foundation of the video game industry, dating back all the way to the 1960's with Steve Russell's classic Spacewar. Since that time, the genre has been responsible for bringing much depth to the world of interactive entertainment, popularizing vital concepts like the power-up and the end-of-level boss which are still used in many of today's greatest games.

Blind Watchmaker Applet

The Blind Watchmaker algorithm was conceived by Richard Dawkins and is described in his book The Blind Watchmaker. The Blind Watchmaker applet is easy to use and demonstrates very effectively how random mutation followed by non-random selection can lead to interesting, complex forms. These forms are called "biomorphs" (a word invented by Desmond Morris) and are visual representations of a set of 'genes'.

Profissão: Webdesigner - Primeiro DVD sobre o mercado brasileiro de webdesign

Utilizando sua experiência de dez anos no mercado de webdesign, com mais de 300 sites e layouts produzidos, Bruno Ávila revela os maiores diferenciais de um webdesigner de sucesso.

The Ludologist » Blog Archive » How to Beat the Boss

But really, I think the current boss conventions work quite well because reversals are basically exciting, dramatic if you will.

18 February 2006 21:00

Curmudgeon Gamer: Orson Scott Card's 1983 videogame commentary still relevant

(via)
A home computer game should not be designed to minimize playtime - it should not be designed to take away quarters by making the game impossible to beat.

18 February 2006 14:00

AntiFactory: Kenta Cho

Kenta Cho is the sole member of [ABA Games]? the maker of very well regarded indie shoot 'em ups. You may have seen them passed around the office: rRootage, [Tumiki Fighters]?, [Torus Troopers]?.

Home of the Underdogs - Entry: Every Extend

Every Extend is a very polished, highly addictive coffee-break action game from Japanese designer OMEGA. Like all addictive action games, Every Extend is very easy to learn, but hard to leave. Your only goal in this "kamikaze shooter" is to blow yourself up at the optimal moment to destroy the highest number of color blocks. With good timing, you can create a lot of chain reactions from exploding blocks.

18 February 2006 13:00

OMEGA | Dan Da Dan

by 1 other
Do mesmo autor do E3, ou melhor, E2. Shooter + Puzzle

IGN: TGS 2005: Mizuguchi's New Game

The idea behind the game is to collect enemy objects and make them explode. You have to avoid enemy objects and gather them in the center of the screen. Bring together a certain number of enemies, and they will explode. You'll apparently be able to gather enemies together in excess of one hundred.

Bulletsmorph

Bulletsmorph is genetic programing(GP) based the barrage of bullets creating engine (To learn GP, please see genetic-prgramming.org). The bulletsmorph crosses between the existing patterns of the barrage of bullets and creates the new pattern.