Competitive Fighting Games as Framework of Game Combat System

It’s difficult to provide a generalized statement but I can say I observe there exists common things in the kinds of games that I typically want to make. I find they typically involve understanding character (and object) animations in terms of animation clip transitions and the vocabulary common to fighting games. More about my hypothesis… Continue reading Competitive Fighting Games as Framework of Game Combat System

ESP32 as a Robot Brain

Thanks to AliExpress I’ve been able to obtain more electronic components for cheap. Many moons ago I developed robotics. I 3D printed 4 legged robots, built circuits to support 8 9g servos, an arduino, and support a small lipo battery. In an unexpected turn of events, I actually flashed the arduinos to be able to… Continue reading ESP32 as a Robot Brain

Techniques to Mitigate GameLift Anywhere’s Odd Delays

AWS GameLift is a cool product allowing game developers (hobbyist or professional) to develop multiplayer projects. You provide the game server executable and GameLift will take care of hosting the server processes, to your specifications. They even have a collection of features called “GameLift Anywhere” that supports a local development. Say you want to test… Continue reading Techniques to Mitigate GameLift Anywhere’s Odd Delays

“Touch” as a guiding principle for Video Games

Good writing mostly follows the adage “show don’t tell” to help writers prioritize how they are conveying information. Perhaps video games should follow a “touch, don’t show” guiding light to help game developers convey experiences meaningful to the interactive medium.