In part 2 of my series on The Division, I explain how the online systems manage the AI characters in-game.
How well the team works out creative differences is discernible in the end product. Quality suffers when the team cannot balance the input of many personalities. This can be tackled with a team-oriented approval process.
This week's surprisingly video-heavy highlights include a great mini-doc about the history of the Punch-Out franchise, a review (& compendium of reviews) for the latest acclaimed Smash Bros. game, & a multitude of other neatness.
A detailed write up how the new Enemy AI works in my game, Dicey Dungeons! I tried to write it in a "popular science" style that's hopefully of interest to everyone, not just programmers.
If you are thinking of developing an app and are unsure how a free app brings profit, the following article provides clarification.
When creating the game Rollossus, I ran into more trouble than I thought trying to reach satisfying ball movement. This three-part blog series walks people through the issues I ran into and the solutions I found.