classes ::: subject, game_dev, videogame,
children ::: Game Dev (imgs)
branches ::: Game Dev

Instances, Classes, See Also, Object in Names
Definitions, . Quotes . - . Chapters .


object:Game Dev
object:game dev main
object:GDM

- TODO -


  game anaylsis, its important. start small make list there.
  integrate all other game dev notes (including videos)
  clean game dev challege or extract from it

- NOTES -


  so after getting "crawl" for $4. bleh. i didnt play it for long. but at 4 bucks its still worth it if I take the best parts from it. cause all games often have at least something. and this one had cool art, intesting higher monster designs. good tactics. but the micro arcade game feel feels incomplete as fuck or like mixed and misexecuted.

  Game Dev Procedure ::: (process) or like mechanical components. (like map editor?)
    1) analysis of GAME.CPP
    2) get a character to move about with keypresses. (gamepad) (3d world without visuals)
      -- got infinite char loop
       with get-raw as import
    3) get backup of racket docs so I can search it locally.


- INSTANCES -


  the Game (OWRPGRLVRSS) ::: main document, contains much on stats, classes, skills, bosses, monsters, equipment, world/places, mechanics,
  Game Ideas ::: this is the giant collection of ideas for the game in various forms.
  Game Concepts Analysis ::: this is like the abstracted game mechanics, or concepts that I enjoy in games in general. eh...
  Game Design Document ::: this isnt the GDD itself, but an outline on how to do a GDD.
  Storytelling
    story analysis
  worldbuilding

the Game (the Worlds) ::: this one contains the place relations x > y > z etc
places (from OWRPG) ::: this one is similar and they should be merged

- WHERE TO START -


  translate CPP game to racket.
  translate pico-8 in racket ::: make it easy to piece together music, draw maps, design creatures)
  Minimum Viable Fun ::: practically empty atm


- FOOTER -


see also ::: OWRPG (the Game), game dev challenge (GDC), Minimum Viable Fun (MVF), GAME_MAP.txt, large_unsorted.txt

subject:Game Dev
class:subject
class:game dev
class:videogame



questions, comments, suggestions/feedback, take-down requests, contribute, etc
contact me @ integralyogin@gmail.com or via the comments below
or join the integral discord server (chatrooms)
if the page you visited was empty, it may be noted and I will try to fill it out. cheers



--- OBJECT INSTANCES [0]


a_case_for_not_playing_videogames
Chronomancy
City
class
first_person_shooter
Game_Analysis
Game_Concepts_Analysis
game_design
Game_Design_Document
Game_Dev_Challenge
Game_Dev_(imgs)
Game_Dev_Inspiration
Game_Engine
Game_Ideas
Game_Music
game_test
game_test3
Game_World
inventory
man2
minimum_viable_fun
new_game_dev_challenge
new_game_man
new_roguelike_(racket)_(jrl)
Story_Analysis
Storytelling
texture
the_Crossroads_(vg)
the_Game
the_Game_(the_Worlds)
the_Player_Character
the_Story
the_Thief
the_Tower_of_MEM
world_building

--- PRIMARY CLASS


Game_Dev
Game_Dev
game_dev
inspiration
subject
test
videogame

--- SEE ALSO


game_dev_challenge_(GDC)
GAME_MAP.txt
large_unsorted.txt
Minimum_Viable_Fun_(MVF)
OWRPG_(the_Game)

--- SIMILAR TITLES [0]


Game Dev
Game Dev Challenge
Game Dev (imgs)
Game Dev Inspiration
new game dev challenge
select ::: Being, God, injunctions, media, place, powers, subjects,
favorite ::: cwsa, everyday, grade, mcw, memcards (table), project, project 0001, Savitri, Savitri (extended toc), the Temple of Sages, three js, whiteboard,
temp ::: consecration, experiments, knowledge, meditation, psychometrics, remember, responsibility, temp, the Bad, the God object, the Good, the most important, the Ring, the source of inspirations, the Stack, the Tarot, the Word, top priority, whiteboard,

--- DICTIONARIES (in Dictionaries, in Quotes, in Chapters)



--- QUOTES [0 / 0 - 17 / 17] (in Dictionaries, in Quotes, in Chapters)



KEYS (10k)


NEW FULL DB (2.4M)

   2 Satoru Iwata
   2 Nir Eyal
   2 Jason Schreier

*** NEWFULLDB 2.4M ***

1:German game developer Wooga is a master of metrics. ~ Alistair Croll,
2:There is a bit of arrogance with 'Hollywood' types that doesn't sit well with game developers. ~ Wesley Snipes,
3:We are shifting into an enjoyment-based economy. And who knows more about making enjoyment than game developers? ~ Jesse Schell,
4:On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer. ~ Satoru Iwata,
5:One surefire way to annoy a game developer is to ask, in response to discovering his or her chosen career path, what it’s like to spend all day playing video games. ~ Jason Schreier,
6:One of the biggest problems with long game development is, when you playtest the game for too long, you invent problems and you add layers to the game that don’t need to be added. ~ Jason Schreier,
7:Bug fixes were for the customers, the soft, lazy civilians who only got the software after it was finished and boring and safe. Real game developers worked with real software, the kind that broke a third of the time unless you knew exactly what you were doing. ~ Anonymous,
8:We want to build things that encourage creativity and exploration. We're working to build a company focused on sustainable, creative and fulfilling game development. It's aimed at making a positive difference in our lives, as well as the lives of our people. ~ Robin Hunicke,
9:No weapons designer or engineer would build something with such an arbitrary weakness,” he said. “The Disrupter is more like something a videogame developer would come up with, to create a big challenge at the end of a level—a boss that requires a huge sacrifice to destroy. ~ Ernest Cline,
10:Throughout the history of game development, the game control mechanism has become more and more sophisticated, ... Perhaps those who have quit gaming or who have never played games look at the game controller and think it's too difficult to play, even before they dare to touch it. ~ Satoru Iwata,
11:Game devs actually owe a tremendous debt to GamerGate, in my humble opinion. If GamerGate had not risen up, our creative freedom would be severely limited now. It's true. Gamers are the only ones who stopped SJWs and their crazy culture assault. Gamers conquer Dragons and fight Gods for a hobby. ~ Vox Day,
12:in the free-to-play video game business, it is standard practice for game developers to delay asking users to pay money until they have played consistently and habitually. Once the compulsion to play is in place and the desire to progress in the game increases, converting users into paying customers is much easier. Selling virtual items, extra lives, and special powers is where the real money lies. ~ Nir Eyal,
13:For example, in the free-to-play video game business, it is standard practice for game developers to delay asking users to pay money until they have played consistently and habitually. Once the compulsion to play is in place and the desire to progress in the game increases, converting users into paying customers is much easier. Selling virtual items, extra lives, and special powers is where the real money lies. ~ Nir Eyal,
14:Game developers know better than anyone else how to inspire extreme effort and reward hard work. They know how to facilitate cooperation and collaboration at previously unimaginable scales. And they are continuously innovating new ways to motivate players to stick with harder challenges, for longer, and in much bigger groups. These crucial twenty-first-century skills can help all of us find new ways to make a deep and lasting impact on the world around us. ~ Jane McGonigal,
15:I think one of the great things behind game theory, or game development, especially in education now, apropos, digital and new media, is finding a better, easier, more intuitive way to learn that takes that away from the drudge and the structured work part and puts it into the reflective, "I'm alive, I'm a human being, I'm not working right now," part. And I think that I would like to see music and arts and humanities become more able to even the color spectrum of the fan of activities. ~ Thomas Hampson,
16:John Carmack, who has become interested in focusing on things other than game development at id, has resigned from the studio. John’s work on id Tech 5 and the technology for the current development work at id is complete, and his departure will not affect any current projects. We are fortunate to have a brilliant group of programmers at id who worked with John and will carry on id’s tradition of making great games with cutting-edge technology. As colleagues of John for many years, we wish him well. ~ Tim Willits,
17:There was still some time before the train opened its doors for boarding, yet passengers were hurriedly buying boxed dinners, snacks, cans of beer, and magazines at the kiosk. Some had white iPod headphones in their ears, already off in their own little worlds. Others palmed smartphones, thumbing out texts, some talking so loudly into their phones that their voices rose above the blaring PA announcements. Tsukuru spotted a young couple, seated close together on a bench, happily sharing secrets. A pair of sleepy-looking five- or six-year-old twin boys, with their mother and father dragging them along by their hands, were whisked past where Tsukuru sat. The boys clutched small game devices. Two young foreign men hefted heavy-looking backpacks, while a young woman was lugging a cello case. A woman with a stunning profile passed by. Everyone was boarding a night train, heading to a far-off destination. Tsukuru envied them. At least they had a place they needed to go to.

Tsukuru Tazaki had no place he needed to go.

He realized that he had never actually been to Matsumoto, or Kofu. Or Shiojiri. Not even to the much closer town of Hachioji. He had watched countless express trains for Matsumoto depart from this platform, but it had never occurred to him that there was a possibility he could board one. Until now he had never thought of it. Why is that? he wondered.

Tsukuru imagined himself boarding this train and heading for Matsumoto. It wasn’t exactly impossible. And it didn’t seem like such a terrible idea. He’d suddenly gotten it into his head, after all, to take off for Finland, so why not Matsumoto? What sort of town was it? he wondered. What kind of lives did people lead there? But he shook his head and erased these thoughts. Tomorrow morning it would be impossible to get back to Tokyo in time for work. He knew that much without consulting the timetable. And he was meeting Sara tomorrow night. It was a very important day for him. He couldn’t just take off for Matsumoto on a whim.

He drank the rest of his now-lukewarm coffee and tossed the paper cup into a nearby garbage bin.

Tsukuru Tazaki had nowhere he had to go. This was like a running theme of his life. He had no place he had to go to, no place to come back to. He never did, and he didn’t now. ~ Haruki Murakami,

--- IN CHAPTERS (in Dictionaries, in Quotes, in Chapters)



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class, #unset, #Sri Aurobindo, #Integral Yoga
      30 class:Integral Theory
      29 class:Game Dev
  
  --
     30 archetype
     29 Game Dev
     28 Words Of The Mother II

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