Sometimes game development goes wrong. It happens — technical problems emerge, designs can sound better on paper, early decisions can cause difficulties later on. It's just a reality of the craft that you will have failures and mistakes during development.
But what if you refuse to accept that a feature or project needs to be dropped or changed?
Virtual reality has had a shaky 18 months. After years of hype about the world-changing potential of its second coming (following a dud first wave in the 1990s), its poster child headset the Oculus Rift launched to a lukewarm reception. Other high-profile headsets — Rift's high-end PC rival, the HTC Vive; Sony's PlayStation VR; and Samsung and Google's mobile rivals, Gear VR and Daydream, respectively — have sold better, but still consumer takeup remains modest.
Sony reported in June that Pla...
With ever-more developers pushing to make their games accessible, we asked Spohn and Hamilton to help assemble a list of seven games that exemplify different accessibility best practices. Here are their choices:
We spoke to Chung last week about how he's designed and refined Quadrilateral Cowboy's hacking systems to meet this challenge, how he's balanced the needs of this command-line hacking interface with those of the traditional first-person puzzle-heavy heist adventure that it's wrapped around, and...
I spoke to several developers from around Africa about the state of development in the region and the challenges they've been facing in forming local game industries in their own countries and across the whole continent.