Knox Game Jam games
Old Timer Peg Game by Levi
Other games by Knox Developers
Caverns of Evil (Steam) by Jared
Labyrinth (Steam) by James
Gospelgo by Danosono

Old Timer Peg Game by Levi
Caverns of Evil (Steam) by Jared
Labyrinth (Steam) by James
Gospelgo by Danosono
Explanation of how to read text files to display objects to the screen in Unity, GameMaker, MonoGame, Godot, and SDL.
Demo project – https://github.com/levidsmith/KnoxGameDesign/tree/master/textreader
Introduction to the Logo programming language. Useful for teaching functional programming to beginners. Explanation of using “turtle graphics” to draw various shapes.
Demo project – https://github.com/levidsmith/KnoxGameDesign/tree/master/logo
Overview of four types of curves that can be used in game development. Basic parabola for moving objects in an arc. Sine function for moving objects in a wave motion. Physics using velocity and acceleration for simulating actions such as jumping and falling. Bezier curve for moving objects along a curved path. Examples of functions for each curve type and how to calculate coordinates in a spreadsheet. Demonstration of how to implement each curve type in Monogame with C# and review of source code.
Spreadsheet – https://www.knoxgamedesign.org/wp-content/uploads/2022/07/curves.xlsx
Demo project – https://github.com/levidsmith/KnoxGameDesign/tree/master/curves/Curves
Flappy Brid Clone by Andy – https://www.cowell.org/~andy/unity/test/
Overview of I-frames, invincibility, stun lock, and knock back. How these are implemented in games, statistics from examples of classic games, and demo project showing various methods for implementing invincibility time.
This month’s Knox Game Design presentation topic is Enemy Behaviors.
This is a look at various enemy behavior types:
This presentation looks at a demo project using Monogame and C# and analysis of demo code for each behavior.
Games created by Knox area developers for Spring ’22. Theme was “delay the inevitable”.
Explanation of calculating collision between basic 3D objects (rectangular solids/cubes and spheres). Methods used can be applied to any programming language or game development environment. Review of demo Ruby code to detect collision between rectangular solids and spheres.
Explanation of 2D collisions for points, lines, rectangles, and circles. Overview of each collision type along with examples and code. Explanations are general in nature so that they can be implemented in any game engine or programming language. Demonstration of Javascript web application that calculates collisions between the four types of objects, along with review of code functionality.
Explanation of Dijkstra’s algorithm for finding the shortest path in a graph based on a selected starting node. Walkthrough of an example of the algorithm. Demo of implementation of Dijkstra’s algorithm in Unity and C#.
Dijkstra Demo in Unity (Unity WebGL)