Monthly Archives: March 2007

Ways to Make a Dynamic Economy

March 21st, 2007 | by Matt Haberfeld

Many games have some kind of economy, either through computer controlled vendors, or direct player to player transactions. Even games [&hellip


Character Class Systems

March 14th, 2007 | by Matt Haberfeld

Class Systems Traditionally, RPGs have always had character classes. A “class” represents everything about the character, from what they can [&hellip


UDP vs. TCP/IP

March 10th, 2007 | by Jeremy Reed

Inevitably, if you are designing a multiplayer game, you will come to the crossroad where you have to decide which [&hellip



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