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Monthly Archives: May 2012
Timestep
At some point every game designer will find that their game is behaving differently on multiple machines. Usually, this has to do with performance and at how many frames per second each computer can run your game. Let’s say you… Continue reading the rest of this article →
Tutorial levels – Part 1
This post is part of our devblog and consists of multiple posts. See part 2 and part 3. Every game with new or unusual elements, mechanics or features requires an instruction to make it accessible for players. The dilemma here is… Continue reading the rest of this article →