Dont Miss: A deep dive into the old…

Game Design Deep Dive is an ongoing Gamasutra series with the goal of shedding light on specific design features or mechanics within a video game, in order to show how seemingly simple, fundamental design decisions…

Blog: Implementing data structures – Part 2

In my last post, I concluded that the best way to store most things is to use a large unsorted array. I sneakily avoided mentioning that there is one thing that large unsorted arrays are exceptionally bad at – finding…

Dont Miss: How enemy AI works in Dicey…

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.   Hey all! For…

Blog: Creating a questlog people actually read

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.   This article was…

Blog: Level design for combat

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.   Hello Everyone!  It…

Blog: Ancient Greek punishments as hypertexts

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.   (Note: throughout this…