Game Design: Howard’s Law of Occult Game Design

Howard’s Law of Occult Game Design (or just The Law of Occult Game Design or Howard’s Law) can be expressed as a formula: “Secret Significance ? Seeming Innocence × Completeness.” Translated into everyday speech, this equation means that the power of secret significance is directly proportional to the apparent innocence and completeness of the surface […]

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Monogame: Particle systems

Understanding particle systems In its simplest form, a particle system is a collection of primitives. The primitives within a particle system are known as particles. All the particles in a particle system have a common set of properties, such as life span, size, rate of change in size, and speed. By manipulating these properties in […]

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MonoGame Sprite Animation

In games, you often want to have your characters or game objects appear as if they are in motion. When you move game objects around the screen to create movement, using static images the game feel somewhat lifeless. To address this problem, you can use animation. As you may know, you create an animation by […]

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AI GAME ENGINES : Start Point

Development of AI in Games When developers were working on a new game in the past, they waited until the very last development stages before AI was implemented into the game. For many of the published games it cannot even be said they had an AI engine, because in some games AI code was so […]

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Simple Parallax Scrolling for 2d games

Parallax scrolling is a technique that is frequently used in sidescrolling 2D games to give the impression of depth. It consists of making objects that are further away appear to move slower in relation to the viewer than objects that are near. Parallax scrolling is nothing but just different layers that all scroll at different […]

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MonoGame: Collision Detection

Reacting to Solid Objects Collision detection is an important technique that you should learn. It is a requirement for every game ever made. I can’t think of any game that does not need collision detection, because it is such an essential aspect of gameplay. Without collisions, there is no action, goal, or purpose in a […]

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