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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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About this blog

Here you will find information about the development of Ya2’s games.

Entries in this blog



After two months of coding and testing, we've released our second build, release 0.6. A lot of effort has been put into refactoring and increasing performances, but we mainly focused on the AI. You can find the up-to-date AI's code on GitHub. Yes, I definitely need to refactor it!

The AI code is an algorithm that computes car's action for each frame. The AI is not perfect, but the game is more fun than the past version, since it is more challenging. The algorithm is articulated, since there are a lot of cases that I have managed. I would like to look for a better solution in the future.

Moreover, we have also something new "for the players": two new cars and a new track.



Here is its trailer. You can have a less technical description of this release on our blog.

Thank you very much for reading!


Hi! After a lot of coding, we've released our first builds of Yorg! From a gameplay's point of view, we've added a lot of features: now there are two tracks, four cars and eight pilots. It is an alpha version, so we still have a lot of work to do.

Here is a screenshot:


Here is the trailer:

The game is developed in Python, shaders are coded using GLSL. We're using Panda3D. The builds are on game's page. The code of the game is on GitHub.

The part I worked on recently is the package yyagl.build, which contains the code for creating the builds. It uses Panda3D's deployment tools, and we provide Windows, OSX and Linux builds using it. Panda3D's deployment tools are easy to use, you can set up a "building environment" with few lines of code (you just need to specify application's parameters, packages requested, and so on).

If you have some feedback, please let me know! Thank you very much!


AI for Yorg

Hello everybody!

This time, we haven't waited an year to tell you about our progresses on Yorg!

We have made a very big step on our (we hope) long way with Yorg: we have implemented artificial intelligence!

At the moment, it is a very basic one: the algorithm is just a simply lookahead that checks the ground and the curve angle to set speed and direction... but we have to say it's pretty much fun to run against an AI instead than just against time!

Here are a couple of screenshots:



Check out how it works in the following video!

As usual, our project can be followed on this blog and on github, so you can check what we have done so far... as said we would really appreciate to have your feedback and also your star and watch, if possible :)

If you would like to have more frequent and far less technical news from us, I remind you our blog.

As usual, we really hope to have your feedback, so... come and visit us!


Yorg's progresses

Hello everybody!

Some months have passed by, and I am here again to inform you about our progresses on Yorg...

During these months we have made a lot of things: two tracks, different cars, a better camera management, we have a basic AI and a multiplayer system in an early development phase... is scaring and exciting at the same time to say that we proceed towards a complete game!

If you are following our project here you already know how it is going "line-by-line", but now there is another way to follow us: GitHub!

We would really appreciate to have your feedback and also your star and watch, if possible... :)

If you are brave enough to have more frequent (but far less technical) news from us, I remind you our blog: http://www.ya2.it

Just to have an idea about some of the news, here are a couple of screenshots:


and a quick ingame video:

As usual, I really hope to have your feedback, so... come and visit us! Thank you! :)


Our next project: Yorg

Hello everybody!

I'm coming back to you after a (long) while...

As some of you may have seen, Plith is now a complete game and is giving me some satisfactions. I was so happy of this first experiment, that I decided to start with a new one - Yorg - a Panda3D racing game.

The project is going quite well, and I think that a playable demo will be available soon.

Regarding technical details, physics is managed by Bullet, while our artist chose to use blender for 3D modelling and GIMP for texturing; all the audio has been taken from Creative Common's world.

Sources are all available from the project page, while our blog (far more divulgative) is here.

Just to have an idea of what we're working on, here are a couple of screenshots:

[sharedmedia=gallery:images:6630] [sharedmedia=gallery:images:6631]

and a quick ingame video:

I really hope to have your feedback, so... come and visit us!

Plith's demo


Hi! I am working hard on our upcoming game! I have collected several suggestions, and have inserted them into the game. Mainly, I have done several improvements on the HUD. Moreover, a lot of bugs have been fixed.


[color=#000000]The demo is available for Windows, OSX and Linux.[/color]


Now, I would like to show here our demo. smile.png


Please let me know if there are problems, thank you!

[/color]Here is the demo page[color=#000000]



[color=#000000][font=Georgia, serif]

thumbs_ignis2.jpg thumbs_terra2.jpg



Plith's gameplay video

Hi, we are working hard on our game! We have made several progress, but we still have to do some refinements and tests. In the meantime, we would like to show you some gameplay from our game. We hope you will like it!


Hello world

Hi, this is my first blog post here! We will talk about our progress here!

I would like to introduce our first game, its name is Plith, it is a puzzle game for Windows, OSX and Linux. It is being developed with Panda3D. We are in a pretty advanced phase of development, I hope to release a demo soon. We hope to finish the development in 2012 Q2.

Here are some screenshots:

thumbs_plith_screenshot_1.jpg thumbs_plith_screenshot_2.jpg

The game is made of several levels, you will move some gears in order to let some (specific) other ones move - which is the objective of each level.

It is my first game and I have no experience, so I have looked for a simple game.

Thank you!