We're excited to let you know about the latest addition to the Tuts+ family — Gamedevtuts+!
Gamedevtuts+ is dedicated to teaching game development, with tutorials, tips, and articles about level layout, game design, coding, and working in the industry. We walk you through how to create games from scratch, go into the theory behind game development, level and character design, discuss working in the industry, and much more...
Read on to find out more about the all-new Gamedevtuts+!
What to Expect on Gamedevtuts+
If you've ever wanted to learn about game development, or brush up on what you already know, we think you're really going to love our latest site! We'll be publishing a combination of step-by-step written tutorials and screencasts/video lessons. Most weeks you'll see 4-5 high quality tutorials, tips, and articles, so make sure to subscribe to the Gamedevtuts+ RSS feed so you don't miss a thing.
If you're an experienced game developer and you have the skills to create a screencast or text and image tutorial for Gamedevtuts+, it's easy to familiarize yourself with the guidelines and pitch your idea. We'd love to help you pass on your experience.
Subscribe, Follow & Stay Up To Date
Don't forget to follow Gamedevtuts+ on Twitter, Facebook, and everywhere else! Here's how to keep up to date with what's going on:
- Follow @envatogame on Twitter
- Like Gamedevtuts+ on Facebook
- Find us on Google+
- Subscribe via RSS
- Join the Newsletter
- Game with us on Steam
Our First Few Posts...
If you'd like to delve straight into the content, here are a few quick links to our first handful of posts on Gametuts+. We hope you find them useful — it's a good taster of what's to come!
This screencast talks through and shows the entire process of creating a Canabalt-style platformer and discusses the tricks used to create an infinitely scrolling game. The final game has randomly generated levels, player movement, death conditions, along with basic scoring — and you'll have created it in 30 minutes!
Ever played a game that was packed with great set pieces, concepts, characters, and mechanics, but nevertheless felt boring? Perhaps the problem lay in how your character moved through and interacted with the game world. In this article we’ll take a look at player/world interaction through the lens of player mobility for a few key games, and see how this helps us understand the way level design and character design should work together.
In this tutorial, we'll implement fully destructible pixel terrain, in the style of games like Cortex Command and Worms. You’ll learn how to make the world explode wherever you shoot it – and how to make the “dust” settle on the ground to create new land.