In the footsteps of Tom Francis

This is the blog post in which you can download and install A GAME WHAT I PROGRAMMED.

I’ve been following Tom ‘made GUNPOINT’ Francis’ GameMaker tutorials since the start of the year. The man has an uncanny ability to teach code in a way that makes sense to people who don’t code. I suspect he’s new enough to coding himself, relatively speaking, that he still remembers what it was like. (more…)

DIY gaming part 6: The GPU

Turns out I forgot to blog about the final part of my computer upgrade: the GPU. Bit silly of me, given how important it is. I purchased the other components over the course of last year and built the rig in September, but only purchased the GPU right at the end of November.

This was all about waiting for the new ‘sweet spot’, which seemed to be on the verge of changing throughout 2014. NVIDIA had already teased some new tech and were clearly building up to something – that turned out to be the 970, a card which offers phenomenal power-to-price value. (more…)

Experiences of SXSW

I went to SXSW! This is exciting because it’s an event which has grown increasingly relevant and influential over the last decade, has spread into every corner of every news website I read, and this year…I was there.

FXHOME kindly flew me there and back, accompanied by my colleagues Kirstie, Josh and Andrea. In summary: Austin is wonderful. SXSW is weird and confused but mostly good. (more…)

Making Far Cry 3 better with self-imposed limitations

Far Cry 3 took me a long while to get into. I bought it long after release and even then it didn’t entirely click, with its ludicrous, mad playground of bizarre wildlife, open tropical island territory and huge arsenal being amusing but not terribly engaging.

It was a little too loose and lacking in focus, and its story too daft to be engaging. I’ve never been one to enjoy games which provide vast options, tending to prefer a game which specialises in a few key areas and gets them just right (Shadow of Mordor being a good recent example). (more…)

Molyneux, Kickstarter & why fixed funding is good

Gosh, John Walker’s interview with Peter Molyneux makes for hard reading. It’s resulted in the usual outraged reaction from those gamers who get terrified of reading anything which isn’t a simple graphics/gameplay/replayability review with a percentage score. And, yes, Walker’s interview pulls no punches and its opening gambit is especially on the nose – but it’s also an astonishing, fascinating interview which gets to the heart of an issue that everybody else has danced around for about 10 years. (more…)

Game design: Responsive characters

Despite this blog post’s lofty title, I’m not a game designer. I am, however, attempting to become one, pretty much from scratch (spot the noob programming joke!).

I’m currently taking Future Learn’s programming course, which is a mostly useful but very peculiarly structured introductory course. I suspect I’ll end up learning more by working my way through Unity tutorials, in the long run. (more…)

Starting to learn to program

 

I’m currently dipping two tentative toes into the murky waters of programming. Games programming, to be precise. I suspect games programming is quite a bit like normal programming but with more guns at the end.

That image above is from a game called Schism which I’m currently writing, based in the IAT Arms Race universe. It’s created using Twine, an engine specifically designed for writing Choose Your Own Adventure-style games. (more…)