Developer Links: Autumn Leaves


Today’s Developer Links contain articles about grading and grinding, shaders and sodium… well, actually, no, here “NaCl” stands for “Native Client”, not “sodium chloride”, but that doesn’t fit the consonance thing I had going.

The Ins And Outs Of Native Client (Gamasutra)
“Curious about Native Client? Google’s new technology allows native C/C++ code to be run in a web browser — which is great — but what are the practical issues around getting a game to run with it? What are the practical pitfalls and drawbacks? Developer Jeff Ward, who’s shipped an NaCl game, explains.”

More Than A Year (Octodad blog)
“It has been a year and nearly seventeen days since we ran our Kickstarter campaign. A year. A year is A TON of time, or so you might think. It’s amazing that this seemingly large amount of time has flown by so quickly. I was talking with my friend Richard Flanagan of FRACT fame about this very thing on twitter a few days ago and we both came to this realization as we both had started the new incarnations of our previously student games around the same time. Richard, being the smart guy he is, already wrote up a nice reflective post on where FRACT has been and is now headed. I figured why the heck not do the same for Dadliest Catch.”

Shader Generator (AltDevBlogADay)
“In the last few weeks, I was busy with rewriting my iPhone engine so that it can also run on the Windows platform (so that I can use Visual Studio in stead of Xcode~) and most importantly, I can play around with D3D11. During the rewrite, I want to improve the process of writing shaders so that I don’t need to write similar shaders multiple times for each shader permutation (say, for each surface, I have to write a shader for static mesh, skinned mesh, instanced static mesh… multiplies with the number of render pass), and instead I can focus on coding how the surface would looks like. So I decided to write a shader generator that will generate those shaders which is similar to the surface shader in Unity.”

Fun With In-Engine Color Grading (The Witness)
“Quite some time ago, Ignacio put some color grading features into the engine, so that you could tell the postprocessor to tweak colors in particular ways. For a while these features were very experimental; we just had them on a debug menu and there wasn’t a way to save the settings. We didn’t really use the features (in part because we were pretty busy just getting the basic parts of the game together). Lately, Ignacio and Salvador took the features all the way so that we can use them easily in normal workflow.”

Friday Flashback #28: Multi-Player Mayhem (Broken Rules)
“This week was quite an exciting and exhausting one. For the first time, we organized and conducted a massive multi-player user test. 18 people were invited to come by our office and test play (under the strict eye of our supervisors) a selection of new levels and completely new games modes. This week’s also the last week our Canadian indie dev friends, Colin and Sarah Northway, shared an office with us. Some of us took the chance to test play their current game in progress – Incentipede. We’ve got two words for you – AWESOMELY AWESOME!”

Cook, Serve, Delicious Beta Successful! (Vertigo Gaming)
“Wow, the Cook, Serve, Delicious beta was hugely successful, and has brought about a lot of changes and improvements that will only make the final release that much better! More than a hundred new changes have resulted from the beta program, from something as simple as changing a key to completely rehauling a food that wasn’t very much fun to make, the CSD beta was a great way to enhance the game and cements my belief in a public beta program before any of my games are released. It’s just vital in seeing where the game is going.”

Lostcast Episode 21: What Windows? (Lost Decade Games)
Lostcast is our podcast about HTML5 games. In episode 21, talk about an awesome arcade convention, the WHATWG/W3C split, Lava Blade, and more!”

‘Grinding’ And Its Relationship With The RPG Genre (Joystiq)
“Let’s talk grinding. No, not how college students awkwardly demonstrate affection for one another at parties. No, I mean that thing that role-playing games do that’s bad. The one that makes people not like RPGs. That kind of grinding. Like the “daily grind” except for video games.”

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