an arcade action puzzle game where the objective is to get rid of all incoming balls by rearranging their order. Currently it includes 12 different levels and two modes of gameplay. The engine allows for easy custom level creation with unlimited number of paths, different speeds, ball-sizes, and rules.
Author Daniel Sanchez-Crespo outlines a core programming curriculum every game designer should be well versed in. Code samples use C++, and the OpenGL and DirectX APIs.
remaking the classic 1984 arcade game Marble Madness by Atari. The graphics are slightly enhanced to bring them on par with modern standards: there is now a full 3D mode in addition to the usual isometric perspective one
Tips on how to create five room dungeons that can be used for any location, are short, are quick to plan, easy to polish and plan, flexible in size and easy to integrate into your campaign.
intended as an entrypoint for anyone interested in the development roguelike games. If you are unfamiliar with the roguelike game genre a good definition is (modified definition taken from Balrog and originally from ADOM)