I’ve entered into the One Game a Month party. It’s like Ludum Dare, a challenge to make, and most importantly FINISH, a game in a set amount of time based on a theme. What makes #1GAM unique is you have an entire month and it spans an entire year. They have a thriving Twitter and Google+ group.
I’ve entered strictly for learning purposes and to see if I can actually finish something. Game development is surprisingly very different from application development, and it’s nice to feel really stupid again.
Finite State Machines are series of design patterns often used in Game Development. In this article I’ll define what they are & how they work, go over 3 example implementations I have implemented in Corona SDK, and describe some of the pain points I’ve encountered using them.
Lua has some diverse usage, from AI, robotics, 3D shaders, game extensions, or writing games. As such there are a variety of ways to do OOP in Corona. Specifically:
“dealing” with scope
Below, I’ll show you how I do classes and packages in Corona SDK. I cover how to extend core Corona classes, what you can/can’t do, and how to implement classes, packages, & inheritance in Lua. I also briefly cover some of the OOP alternatives and compare/contrast why I chose t3h closure way.
Achievements within games can help give incentives for players to learn how to play, give them confirmation they’re on the right track, and reward theirÂ accomplishments. They can also rewardÂ experimentalÂ behavior, create engagement for challenging or secret achievements, and can even create games within games. To paraphrase Jesse Schell, you can create the meta game, experiences that exist on top of other experiences.