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Мои статьи на английском, чаще всего впервые опубликованы на сайте ModDB
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2 года назад
Wolfenstein Youngblood As An Example of Co-op Shooters
Contents PRE-INTRO It wasn’t a secret, but it suddenly (like a Spanish inquisition) appeared that the MachineGames Wolfenstein series is already 10 years old! Despite its already long history, Wolfenstein's modern look was defined exactly by MachineGames. This is the amazingly edgy tarantinian concept about the oldschool nazi killer, BJ Blazkowicz, that is reawaken in a dystopian future ruled by a Nazi that won the World War 2, so he can fight them again (well, that’s literally the history of a serie!)...
2 года назад
HOMEWORLD SERIES AS AN EXAMPLE OF RTS UNIT SYSTEMS
Ship Counting Squad system wasn't used only in HW2 - it was also seen in Haegemonia and Dawn of War. Last one was also Relic's doing, and I liked it more then StarCraft, for example. One of the things I liked there was squad improvements: like space marine squad could be converted to tank busters, shootah boyz, heavy unit killers and so on. Along this, squads could have a hero: create a mighty unit - something WarCraft3 influenced - and then just add it to the squad as an addition. Or make a sergeant...
2 года назад
VCMI OPEN SOURCE ENGINE AS A PLATFORM FOR TBS GAMES
Intro It's great that such great game as Heroes is getting renovated. Of course, the case is not only about gameplay mechanics - HeroesV are modern enough and have very comparable gameplay to HeroesIII. It's also about nostalgia - that's why guys still playing old games, making patches and even remakes. The same I'm looking forward to see VCMI rise and shining. And not only waste possibilities of gameplay bring a lot of game popularity, not only some special spirit and design, but also large modding...
2 года назад
Theoretical Notes on RTS UI
Human brains are divided into two hemispheres, and though they are working together as one, each of hemispheres has it's preferences. There were experiments on disabling brain hemispheres by electroshock, and it appeared that human being act quite different in these situations. For example, while only left hemisphere was working, human is very rational but unemotional; with right hemisphere active, human is very emotional and cannot speak much - due to the fact, that most of the memory abstract tags like words, numbers etc...
2 года назад
Game As A Service
Intro Days, when released games were considered a final product, are gone. With internet speed advance developers had their chance to fix the game with patches. And as games complexity began to rise, checking for patches in the internet after installing the game from CD/DVD became standard. Steam as a game distribution network was just an evolutionary step forward. And this, along the overall software development tendencies, was a step towards paradigm change from "Game As a Product" to "Game As a Service"...