— issue #194

Gamedev.js Weekly #194


Games like Hellblade are eroding the border between indie and triple-A
Standardized technology and collaboration are blurring the line between indie and big-budget games, and Senua's eyes are the proof.
Leif Johnson at PC Gamer

U.S. Navy incorporating xBox controllers on nuclear fast attack submarines
When a $30 interface design proves better than a $38,000 one.
Rain Noe at Core77

Clockwork: an open platform for HTML5 games
Announcing the official release of Clockwork, an open platform for developing HTML5 games based on modular components.
Arcadio Garcia at Clockwork Blog

Owlchemy shares lessons learned making Rick and Morty: Virtual Rick-ality
We were mid-development on Job Simulator when we noticed that the co-creator of Rick and Morty, Justin Roiland, was tweeting madly about how much he loved it.
Alex Wawro at Gamasutra

Gamers like PewDiePie are why I don’t play online
At a certain point, it’s just not worth it anymore.
Mike Sholars at Polygon


Mass Attack HTML5 game made with Phaser 3 – code optimized by Richard Davey
A few minutes after I published the game, Richard Davey rewrote my prototype in a more optimized way - we can say we have an official blueprint for Phaser 3 games.
Emanuele Feronato's blog

Making a Snake game with Phaser
I’m convinced that if you want to make 2D arcade-style games, either professionally or for your own projects, JavaScript is the best choice.
Lincoln-B's blog

Shoot 'em up tutorial: 1 - getting started
A tutorial that teaches how to develop a basic shoot’em up game without any previous experience required.
Arcadio Garcia at Clockwork Blog


Js13kGames 2017 Community Awards winners


Phaser 3.0.0 Beta 2 release


Neon slicey cube

North Korea missile test visualization


Moorhuhn Shooter

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