If you like to hear more about certain games, say you are a fan of some, you probably at least heard once a story about contents in the games that end up being unused, but it is factually still on the media. There’s a variety of stories about ideas that were planned, but got cut in development and you could see traces in the files, contents that was in progress, but couldn’t be completed in time of the game release and even data that has nothing to do with the games. Why do these contents even exists and what can they mean exactly? This is what I am about to talk about and I will also bring examples to just show how this is not uncommon to happen.
But first, let clarify one thing that I see a lot of people mistake
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You probably know if you play a Pokemon game that the luck factor is present almost everywhere. Getting encounters, dealing low or high damage, missing or hitting and even some rare stuff like getting a shiny or not. You might wonder how is it possible in a software to have this luck factor in any software because you could be trying to find a pattern…..and you likely will not be able to unless you get really deep with the game (like checking its memory while it runs). Well, it is designed so that you can’t find the pattern easily, but there is a pattern and depending on how robust it is, you can even manipulate that to your advantage.
The reality is there’s never true luck in any software, only numbers and algorithm called RNG. this post will be about explaining them more deeply.
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Music in video games is for most a very important part to make the experience more immersive and in some cases more memorable. Video game music (or VGM) is in my opinion a genre of its own that has a really wide variety of music that fits almost every situation due to this variety. Depending on the atmosphere you want to have, the music can just feel different. Although the instruments and sounds can be very important, one thing that I don’t tend to see talked much is how the music uses stereo sounds to not only make impressive effects, but also to make the audio very immersive. This is why I had the idea to make a post on just that 🙂
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