What started out as an idea for a gameplay mechanic has been steadily growing into a game, and this week brought a lot of changes to the future world of Knaves Online.
Knaves got a new name this week, the floodgates opened on the artwork, some essential code was completed, and some important details about the world were finalized. I love it when a plan comes together.
There are hundreds, if not thousands, of places to go online to get help with a project. I've tried Freelancer.com, oDesk.com, and RentACoder.com in an effort to shore up either my development or artistic needs but with each new game project I embark on I find that tracking down a good artist can be hard to do.
Created in conjunction with Yellow Pencil, Time Trials is a game dedicated to testing your driving skills. Manoeuvre through the obstacles and park in each of the target zones to win. This game was designed for the Alberta Insurance Rate Board to help raise awareness of insurance related issues.
Everyone makes New Year's resolutions. Some people make them privately, some people shout them out loud, and some people resolve to not make New Year's resolutions - then they implode in a puff of inconsistent circular logic. I make resolutions, too, but I call mine Nerd Year's resolutions.
Game developers spend a lot of time thinking about light. The reason is simple: light can make or break a game. Light can be used both for effect and as a gameplay element- darkness can be used to mask enemies and provide surprise, and simple effects like a flash of white coupled with a clap of thunder can provide a sense of mood.
In this tutorial I will be going through some basic tactics for creating light and shadows in an ActionScript 3 based Flash game.