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Reward Systems for Games

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Keeping Players Hooked Many modern mobile games include reward systems for unlocking content such as new cards, game characters or items. These systems usually involve spending some sort of in-game currency in exchange for a chance to win something. There are many different types of these systems and every game usually does it a little bit differently. In this post, we will present two different reward systems that can be used in a game.  Spin the Wheel One way to implement a reward system is by using a wheel with prize wedges. Most people are familiar with the paradigm from game shows such as Wheel Of Fortune and The Price is Right. The player simply spins the wheel and the segment that it stops on represents the prize that is won. Some systems include a bad wedge which hurts the player instead of rewarding them (the bankrupt segment).  This system is fairly simple to implement. The wheel is subjected to a random amount of force every time it is spun and ...

Procedurally Generated Content For Games

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Substituting Artistic Talent with Code I can't draw to save my life. I've tried, but even my most basic drawings don't seem to look right. Fortunately for me (and the rest of the world spared from my terrible programmer art), I can use code to draw my content for me. Procedural content generation  refers to using computer algorithms to automatically create vast amounts of content such as textures, environments and music. Games such as Spelunky and No Man's Sky  and many others make extensive use of procedurally generated content to create their worlds. For No Man's Sky, a game which is set in a generated galaxy, it would have been virtually impossible to create all of the content that is present in the game by any other means due to the sheer size of the game. In this post, I'm going to show some simple examples of procedurally generated content specifically for creating variety in games. This is what the end result will be: You can try it for yo...