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    <title>Game Design on NCoT Tech</title>
    <link>https://ncot.uk/tags/game-design/</link>
    <description>Recent content in Game Design on NCoT Tech</description>
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    <lastBuildDate>Thu, 24 Oct 2024 14:32:42 +0000</lastBuildDate>
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      <title>Tilemap Game Engine Development - Agon Light C Programming</title>
      <link>https://ncot.uk/videos/tilemap-game-engine-development-agon-light-c-programming/</link>
      <pubDate>Thu, 24 Oct 2024 14:32:42 +0000</pubDate>
      <guid>https://ncot.uk/videos/tilemap-game-engine-development-agon-light-c-programming/</guid>
      <description>&lt;p&gt;In this video, I’ll show you how I built a tilemap system from scratch in C for the Agon Light, and integrated it into my existing game engine. Getting the physics engine to handle collisions with the tilemap was no easy task, but I’ll walk you through how I made it work. On top of that, I explore some game design, sketching out ideas for where the game is heading.&lt;/p&gt;</description>
    </item>
    <item>
      <title>Writing a game the hard way - from scratch using C - Part 1</title>
      <link>https://ncot.uk/videos/writing-a-game-the-hard-way-from-scratch-using-c-part-1/</link>
      <pubDate>Sat, 17 Aug 2024 18:00:00 +0000</pubDate>
      <guid>https://ncot.uk/videos/writing-a-game-the-hard-way-from-scratch-using-c-part-1/</guid>
      <description>&lt;p&gt;Join me on a journey as I attempt to write a game for my Agon Light using nothing but raw C programming. In this first episode I figure out what kind of game to make, look at some shareware games of the past and get a basic game engine working, using nothing but C code – no external game engines or modern development tools.&lt;/p&gt;</description>
    </item>
    <item>
      <title>Gamedev the hard way - doing it all myself</title>
      <link>https://ncot.uk/projects/agon-light/gamedev-the-hard-way-doing-it-all-myself/</link>
      <pubDate>Wed, 26 Jun 2024 09:39:40 +0000</pubDate>
      <guid>https://ncot.uk/projects/agon-light/gamedev-the-hard-way-doing-it-all-myself/</guid>
      <description>&lt;p&gt;Writing games is hard enough by itself, requiring a lot of different skills. So how can I make this even harder? How about I do literally everything myself, starting with nothing but a blank source file and write all the code by hand. No game engines or libraries. If I need something, I need to write it myself. And since we’re doing this the hard way, let’s write games for an embedded microcontroller based around a Z80 CPU.&lt;/p&gt;</description>
    </item>
    <item>
      <title>Happy 2024!</title>
      <link>https://ncot.uk/blog-posts/happy-2024/</link>
      <pubDate>Sun, 07 Jan 2024 16:23:08 +0000</pubDate>
      <guid>https://ncot.uk/blog-posts/happy-2024/</guid>
      <description>&lt;p&gt;Hello everyone! Let’s get on with it, shall we? Last year went pretty well, I released 14 videos and towards the end of the year experimented with releasing more than one video a month. I’ll also experiment with some more spontaneous content on here and maybe the odd Short. YouTube seems to like those, and doing what YouTube likes is the secret to growing.&lt;/p&gt;</description>
    </item>
    <item>
      <title>Gamedev, music, art and being creative</title>
      <link>https://ncot.uk/blog-posts/gamedev-music-art-and-being-creative/</link>
      <pubDate>Sat, 25 Mar 2023 23:52:10 +0000</pubDate>
      <guid>https://ncot.uk/blog-posts/gamedev-music-art-and-being-creative/</guid>
      <description>&lt;p&gt;I am not a creative person, and I’d quite like to change this. There’s a bunch of creative skills I’ve never put the effort into improving and I think I might have some ways to overcome this. Let’s have a look…&lt;/p&gt;</description>
    </item>
    <item>
      <title>Microstudio.dev Game Programming</title>
      <link>https://ncot.uk/blog-posts/microstudio-dev-game-programming/</link>
      <pubDate>Sun, 06 Dec 2020 11:14:42 +0000</pubDate>
      <guid>https://ncot.uk/blog-posts/microstudio-dev-game-programming/</guid>
      <description>&lt;p&gt;How I wrote a game in a week using just my web browser.&lt;/p&gt;</description>
    </item>
    <item>
      <title>#GitHubGameOff Jam 2019 Day 1</title>
      <link>https://ncot.uk/blog-posts/githubgameoff-jam-2019-day-1/</link>
      <pubDate>Sat, 02 Nov 2019 22:44:58 +0000</pubDate>
      <guid>https://ncot.uk/blog-posts/githubgameoff-jam-2019-day-1/</guid>
      <description>&lt;p&gt;Day 1 of the #GitHubGameOff jam, where I create a basic platform controller and level builder.&lt;/p&gt;</description>
    </item>
    <item>
      <title>One Lone Coder Jam 2019</title>
      <link>https://ncot.uk/blog-posts/one-lone-coder-jam-2019/</link>
      <pubDate>Sun, 08 Sep 2019 18:50:23 +0000</pubDate>
      <guid>https://ncot.uk/blog-posts/one-lone-coder-jam-2019/</guid>
      <description>&lt;p&gt;This week I took part in the One Lone Coder 2019 game jam. The theme of this was “destruction”… My entry was started Friday, a mere 48 hours before the deadline. Yes, a week long jam where I had a whole seven days to come up with an idea was started 48h before the end…&lt;/p&gt;&#xA;&lt;h2 id=&#34;have-a-good-idea&#34;&gt;Have a good idea&lt;/h2&gt;&#xA;&lt;p&gt;The main issue I had this time was thinking up an idea that felt good enough to be a game. I had a bunch of half-ideas, but none of them seemed that great. Since the theme was quite broad, I could have knocked out any kind of generic shooting game, stuck on some pretty explosions and called it done. It didn’t feel like a particularly exciting game idea though so I ditched those kinds of ideas and looked around for some better inspiration.&lt;/p&gt;</description>
    </item>
    <item>
      <title>Godot Wild Jam 12</title>
      <link>https://ncot.uk/blog-posts/godot-wild-jam-12/</link>
      <pubDate>Tue, 20 Aug 2019 09:44:59 +0000</pubDate>
      <guid>https://ncot.uk/blog-posts/godot-wild-jam-12/</guid>
      <description>&lt;p&gt;Between the 9th and 16th August 2019 I took part in the Godot Wild Jam #12. Let’s go through what it was like, and the things I learned this time.&lt;/p&gt;</description>
    </item>
    <item>
      <title>GMTK Game Jam 2019</title>
      <link>https://ncot.uk/blog-posts/gmtk-game-jam-2019/</link>
      <pubDate>Wed, 07 Aug 2019 09:45:03 +0000</pubDate>
      <guid>https://ncot.uk/blog-posts/gmtk-game-jam-2019/</guid>
      <description>&lt;p&gt;It’s been a long time since I entered a game jam, the last ones being the &lt;em&gt;One Game a Month&lt;/em&gt; jams back in 2014. This one was the &lt;a href=&#34;https://itch.io/jam/gmtk-2019&#34;&gt;GMTK Game Jam 2019&lt;/a&gt;&lt;/p&gt;</description>
    </item>
    <item>
      <title>Component Based Game Engine From Scratch Part 2</title>
      <link>https://ncot.uk/blog-posts/component-based-game-engine-from-scratch-part-2/</link>
      <pubDate>Sat, 13 Apr 2019 16:50:49 +0000</pubDate>
      <guid>https://ncot.uk/blog-posts/component-based-game-engine-from-scratch-part-2/</guid>
      <description>&lt;p&gt;Last time I explained in detail how the whole system worked. This time I will focus on the component system, as it is quite complex. Using it isn’t complex, but I’m trying to mimic Unity’s functionality that was written in C#. Functionality that is partially implemented within the editor and doesn’t relate directly to typing in code. I have no idea how Unity really does this, but the solution I have come up with seems tidy enough and fits neatly within a single C++ header.&lt;/p&gt;</description>
    </item>
    <item>
      <title>Component Based Game Engine From Scratch Part 1</title>
      <link>https://ncot.uk/blog-posts/component-based-game-engine-from-scratch-part-1/</link>
      <pubDate>Sun, 10 Mar 2019 21:44:59 +0000</pubDate>
      <guid>https://ncot.uk/blog-posts/component-based-game-engine-from-scratch-part-1/</guid>
      <description>&lt;p&gt;This is going to be the first part in a continuing series where I try to explain how and why I’m creating my own game engine using C++ and the SDL library. My engine isn’t going to do anything amazing, but will borrow ideas from other engines I’ve used before such as Unity.&lt;/p&gt;</description>
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