We're sorry but this page doesn't work properly without JavaScript enabled. Please enable it to continue.
Feedback

Computer games – not as easy as it looks

Formal Metadata

Title
Computer games – not as easy as it looks
Title of Series
Number of Parts
611
Author
License
CC Attribution 2.0 Belgium:
You are free to use, adapt and copy, distribute and transmit the work or content in adapted or unchanged form for any legal purpose as long as the work is attributed to the author in the manner specified by the author or licensor.
Identifiers
Publisher
Release Date
Language
Production Year2017

Content Metadata

Subject Area
Genre
Abstract
Many people learn to code because they want to write a computer game. Moreoften than not, they want to re-write their favourite game, but making it alittle easier! Unfortunately the gap between a personal project, open sourcegame, and professional offering is substantial, with the lack of polishobvious at every turn. In this talk, Steven Goodwin, a game developer of 20years standing (and 3 books on the subject), dissects each discipline (art,music, writing, and code) to explain where polish should be added and why it’sso rare to see open source games as effective as their commercialcounterparts. In theory, an open source game should be much better than a commercialversion. After all, as a group, we have more resources at our disposal, overmore time, in order to build more assets, write more code, and fix more bugs.But that’s rarely true. Our efforts look rushed and amateur in comparison.After a brief discussion on the meta-problems of open source game developmentwe look at each discipline and demonstrate what needs to be written to improvethe game, details of simple, but effective, visual improvements that can bedone with very little effort, and how certain functionality can be implementedin order to make a game shine. The talk also includes a checklist of featuresimplemented in Space Bounce that, while you might not have noticed them, youwould certainly realize if they weren’t there.