The Gaming Industry

Design,Programming

16
May 2018

Adding Online Skill Ranking to INVERSUS Deluxe – by Ryan Juckett

A deep dive the online skill ranking system of INVERSUS Deluxe covering everything from the low level math up to the user presentation. Powered by..

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05
Mar 2018

War Hammer | The AI of Total War (Part 5) – by Tommy Thompson

In part 5 of my series on Total War, I look at the modern-day combat systems and specifically the Siege AI subsystem in 2016’s Total..

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26
Feb 2018

Make Peace, Not War | The AI of Total War (Part 4) – by Tommy Thompson

In part 4 of my series on Total War, I look at the innovations in campaign and diplomacy AI in 2015’s Total War: Attila. Powered..

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12
Feb 2018

Revolutionary Warfare | The AI of Total War (Part 3) – by Tommy Thompson

In part 3 of my series on Total War, I look at the campaign AI of 2013’s ‘Total War: Rome II’. Powered by WPeMatico

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05
Feb 2018

Evolution of War | The AI of Total War (Part 2) – by Tommy Thompson

In my second article on the AI of Total War, I look at the rise of modding for AI behaviour, as well as the complete..

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05
Sep 2017

The requirements of good matchmaking – by Joost van Dongen

Good matchmaking requires thinking about what your game really needs, and maybe even redesigning some aspects to make matchmaking work. This post explores which things..

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30
Aug 2017

<div>Pacific Conquest's AI Orders System – by Timothy Ryan</div>

I found myself experiencing deja vu for a design problem I encountered 20 years ago …have I not learned from my mistakes? Powered by WPeMatico

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28
Mar 2017

Passing Through Ghosts in Pac-Man – by John Harris

Details on Pac-Man’s little-known ghost passthrough bug and why it happens, an excerpt from the book Bug Voyage in the current Rogue Souls Storybundle. Powered..

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10
Nov 2016

Procedural Generation, and the problem of Player Perception – by Dan Marshall

The Swindle’s Procedural Generation has a weird flaw that causes people to get angry and tell me it’s broken even though it works exactly as..

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