Inspired by Dwarf Fortress and No Man's Sky, Josh Newland writes about procedural generation of game worlds at Gamasutra and presents his Unity/WebGL game project.
Blockly Games is a series of educational games that teach programming. It is designed for children who have not had prior experience with computer programming. By the end of these games, players are ready to use conventional text-based languages.
Untrusted, a game you can't win unless you change it.
Hexagonal Grids. For when you have a game that needs grids that are made of hexagons.
Broken on Purpose: Why Getting It Wrong Pays More Than Getting It Right - 'It doesn’t end with Facebook, either. Being broken pays off, so social media is often deliberately broken. In fact, nearly every major social network, site or app has greedily pursued this logic.' [more inside]
The complete story of the collaboration between Asher Vollmer and Greg Wohlwend on Puzzlejuice. [more inside]
The 'GDC 25' Chronicles: A Quake Aftershock. Shortly after the release of Quake in 1996, former iD employee Michael Abrash gave a talk detailing many of the technical hurdles that had to be resolved in making the game. For its 25th anniversary, GDC has put up video clips of two segments (1 2) as well as audio of the full talk.
From the Infocom treasure trove: Milliway's, the unreleased sequel to Hitchhiker's Guide to the Galaxy.
Get A-Life - an interesting read on artificial life and evolutionary computation, from the game of life (playable applet), through core wars, tierra and on to genetic programming. This approach has recently borne fruit to genetic programming pioneer and inventor of the scratchcard, John Koza, who last year patented his invention machine, actually a 1000 machine beowulf cluster running his software, which has itself created several inventions which have been granted patents. [See also: BBC Biotopia artificial life experiment, another odd BBC evolution game, Artificial Life Possibilities: A Star Trek Perspective]
Adventure - based on the classic text game of the same name - was the first game ever to contain an easter egg. It seems laughably primitive these days, but when it first hit shelves, Adventure was a programming masterpiece. The text version of Adventure (by Willie Crowther and Don Woods) required hundreds of KB and a mainframe computer to operate, so much that Atari brass told Warren Robinett not to even bother with a 2600 version. He did anyway, and the results are near legendary. The 2600 version of Adventure went on to sell over a million copies at $25 a pop. For his effort Robinett recieved absolutely nothing beyond his $22,000/year salary. Play the 2600 Adventure. (Flash) If you're one of those who requires some eye candy, why not download the Quake 3 Adventure Map, instead?