Balancing MMORPGs

There’s an interesting article over on tentonhammer.com about the method being used by the number-crunchers at Cryptic, for adjusting character stats when gaining levels in Champions Online.  I find this sort of behind-the-scenes view at the number crunching to be fascinating, and probably justifies my intentions to abstract that sort of detail away from MMORPG…

The fun of input devices

So I’ve been looking around at various input devices again, and pondering about how VectorStorm might support them.  Tablets and styluses and light guns are, of course, easy, as from software’s point of view, they’re basically just mice which have cursors which ought to vanish when their buttons aren’t being held down..  the VectorStorm engine…

The third dimension of games

In discussions about video games, one often hears about the length of particular games.  About how in The Good Old Days, even action games were expected to be twenty to thirty hours long, whereas modern video games have now dropped to about six hours long (with some well-reviewed games such as Portal now as little…

Latest developments

I’ve apologised before about the recent lack of screenshots, and I’m afraid that I’m going to have to do it again.  All I can say is that I’ve been pulling together the secret third game mode, which requires learning to code a bunch of new things which I’ve never done before.  And every day, this…

Eufloria released

I need to take this opportunity to give a quick shout out to Alex and Rudolf, who have just released Eufloria, the updated, commercial-quality successor to their game “Dyson”, which was created for (and took second place in) the same Procedural Generation Contest at TIGSource for which I created the first version of MMORPG Tycoon.…