Archive for September, 2009

Top 10 Trends in RPG gaming

Thursday, September 17th, 2009

http://www.raphkoster.com/2009/09/17/agdc-top-ten-social-rpg-trends/
#1.New horizons in virtual goods.
#2.Gifting invites.
#3: making missions more interesting.
#4 Customization and personalization.
#5: collections and wishlists.
#6: Metatrend: lots more ways to work together on common goals.
#7: New themes.
#8: Using friends’ data.
Trend #9: Narrative
#10 : iPhone and social RPGs.

Found an opengl bouncing ball demo

Sunday, September 13th, 2009

OpenGL Bouncing Ball
I complied it with:
gcc ./bounce.c -I/usr/X11R6/include -lglut -lGL -lXext -lX11 -L/usr/X11R6/lib
It was interesting.
Now looking for an SDL version of opengl 3d bouncing ball.

Eve’s Slow Burn

Sunday, September 13th, 2009

Eve’s Slow Burn
Which trajectory would you rather have, if you were running an online game? Almost certainly Eve’s (and their basic curve shape is mirrored by Second Life and Dofus, two other successes). For all you guys making indy MMOs out there: model Eve. What’s the central tenets of their success?

Identify an unexploited market [...]

Plot and Graphics not as important as other things

Saturday, September 12th, 2009

Plot and Graphics not the most important aspect of gaming success.
WHAT is the key to designing a hit video game - beautifully crafted graphics or a gripping storyline? It may just be a matter of social interactions and avoiding bad pricing, say Russell Beale and Matthew Bond of the University of Birmingham, UK.