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1:53pm
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My computer blew up! I’m patiently waiting for replacement parts to arrive and a laptop to back me up in the future. Thanks for your patience! |
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7:06pm
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Take the kinetic action of the Wii, roll it into a beautifully presented Flash game, and you’ve got Nuclear Eagle. You take the role of a giant, mutant eagle terrorizing the suburbs. Swoop down to pick up humans and toss them into your nest full of feeding babies. Why should you play? What could be better? If you’re a fan of the Wii, kinetic gameplay, or giant, mutant eagles, then you can take some cues from Nuclear Eagle. This game isn’t one to throw to the birds! [Play Nuclear Eagle] [via JayIsGames] |
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12:36pm
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Air New Zealand has a neat feature that displays how far you can fly for your dollar. By intuitively adjusting the expense slider, you can tune your trip to see exactly what locations are available to you, within your budget. On the one hand, this is quite handy to get a broad look at the destinations your money will take you. On the other hand, however, how often do you travel without a destination in mind? While this is a neat plaything, I suspect it will never be much more than just that: a toy. In game design, it’s important to fill the player’s experience with entertaining diversions and fun things to explore, but they should always have an underlying purpose–a function that they serve. Games aren’t utilities, however, so a feature’s purpose may simply be to enhance the player’s emotional state. Particle effects, for example, are not strictly “necessary”, but they often reward players with a satisfying display of achievement, and serve as clear positive feedback. Do you ever implement a feature or mechanic in your game without justifying the reason for its existence? How does it (or does it not) complicate the game? Does its emotional value justify the cost spent developing it? [Read More] [via Information Aesthetics] |
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11:25am
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In addition to launching a brand new website, casual innovators, gamelab, unveiled some exclusive, historical images from Diner Dash’s development cycle. From concept sketches to mock screenshots, you can follow Diner Dash’s production from conception to launch. (It’s interesting to note the working title appears to have been, simply, “Lunch.”) In addition to concept art of Diner Dash, and many of their other games, you can pore over some thoughtful (though lengthy) commentary on their Shopmania game, or an analysis of the level design in Egg vs. Chicken. While casual gamers might have little interest delving deep into the development of their favorite titles, you can be sure these resources are an invaluable insight for other developers. Many thanks to gamelab for adopting a transparent facade! |





