In part 2 of my series on The Division, I explain how the online systems manage the AI characters in-game.
How well the team works out creative differences is discernible in the end product. Quality suffers when the team cannot balance the input of many personalities. This can be tackled with a team-oriented approval process.
Epic puts in 12% of the effort with an abysmal game launcher, few user features, but fantastic incentives for indie developers.
This week's surprisingly video-heavy highlights include a great mini-doc about the history of the Punch-Out franchise, a review (& compendium of reviews) for the latest acclaimed Smash Bros. game, & a multitude of other neatness.
Your funding is not a problem to solve, it is an opportunity to generate success. Just be mindful of the ideal timing of the different sources of project financing and you’ll have a much greater chance of pulling it off.
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
A detailed write up how the new Enemy AI works in my game, Dicey Dungeons! I tried to write it in a "popular science" style that's hopefully of interest to everyone, not just programmers.
How Massive diversified enemy encounters with five factions and 36 unique enemy character types.
A deep dive into Artifact's economy using the "four currencies" model, plus a fifth -- Skill!
This week's highlights include a fascinating documentary on fighting game stalwarts Team Spooky, a hyper-analytical look at the top idle game mechanics, & lots more.