Came here to post this. See also the discussion on HN where, among other things, you'll find one commenter speaking about the port of MGS from PSX to PC.
Interesting observation. I've always liked the play-at-your-own-pace that turn-based games like TradeWars 2002 exhibited, but I never thought about the commonality with modern mobile games. As it turns out, turn-based games like Puzzle of Jellies on Android and PC are some of my favorite kind of games to play on my phone. I like the ability to put down the game at any moment without penalty, and pick it back up later at the exact moment I left off.
Perhaps the "Content Examples Pack" listed in the last item in the FAQ is what the presenter is using?
What all comes with my Unreal Engine 4 subscription?
When you sign up for UE4, you get the full engine, including all the tools and C++ source code access via GitHub. There's also official documentation, tutorials (video, doc, API), AnswerHub (ask questions, get answers, earn karma by posting helpful replies), the UE4 wiki and the new forums.
You can access lots of free content at launch by downloading the following through Marketplace, noted by one of the tabs you'll see when you install UE4:
Starter Assets
Default "blank" maps (PC/mobile)
Starter content to build small levels (PC/mobile)
Template Games
Top down (Blueprint and C++ for PC/mobile)
Third-person (Blueprint and C++ for PC/mobile)
First-person (Blueprint and C++ for PC/mobile)
Side-scroller (Blueprint and C++ for PC/mobile)
Larger Games
Sample Shooter Game (made with C++ for PC)
Sample Strategy Game (made with C++ for PC/mobile)
Smaller Games
Swing Ninja (made with Blueprints for PC/mobile)
Tappy Chicken (made with Blueprints for PC/mobile)
Showcase Content
Feature-specific Demos
Google Play offers refunds if you uninstall the app after a short time. I wonder how it went for Monument Valley on Android. From the reviews it seems people are quite happy with it.
For a good read on practical applications of noise and how to transform the results in creative ways check out "Procedural Generation in Game Design", it taught me a fair bit.
https://www.amazon.com.au/Procedural-Generation-Design-Tanya-Short-ebook/dp/B071GL6NRD
Google Play - https://play.google.com/store/apps/details?id=com.Alar.ScreamGoBro
- In short, the game works using voice control, you say something, make some kind of sound, after which the character starts moving.
And you know, it's pretty funny. (⌐■-■.)
- If you are interested in this idea, then I suggest you go to the game page and learn more about it
Complete the levels by passing the challenging obstacles. Any rating and comments is appreciated.
Play store : https://play.google.com/store/apps/details?id=com.like.a.dino.platformer.jump.trex
This video shows the steps taken and various obstacles that the author of Retro City Rampage went through in making an 8-bit stylistic version of his indie game. Will appeal to those interested in NES-era programming.
Part 2 is here, and goes over the actual mechanics of what the game models when a shell penetrates a tank.
For more on the development of the game Threes! itself, check out the following:
Threes! Indie developer Sirvo writes on how they feel about the numerous copycats of this best-selling mobile game as well as showing many of the emails sent between game designer Asher Vollmer and illustrator Greg Wohlwend during the 14-months of development.
It's also on Amazon (99 cents).
It's basically a history of the early console era. It begins with Pong and the Magnavox Odyssey, ends with Sega/Nintendo, but the majority of the video (the middle) is focused on Atari's console division.
/u/knightangel12 was nice enough to inform us that there is actually a book about the creation of Diablo: Stay Awhile and Listen: How Two Blizzards Unleashed Diablo and Forged a Video-Game Empire - Book I