Games are made up of several subsystems: graphics, AI, physics, audio, peripheral features (for example social networking and payments) and game logic. Game logic is the rules of a game.  A game can be without any of the other components, but all games have game logic; all games have rules.

We make software to help developers implement their rules.

Our mission is to develop state of the art tools that improve quality, increase productivity and inspire innovation. We want to change the way people make games.

Contact us

Herman Tulleken (technical queries) herman@gamelogic.co.za

Jonathan Bailey (business queries) jonathan@gamelogic.co.za

Address

Moneda Avenue, Santiago, Chile

Press

Develop: 30 games in 30 days – Gamelogic on rapid iteration with Grids.

We chat with Gamelogic on why it decided to create so many small game prototypes in a month, and what its tool has to offer developers

Blogs

Mention: 30 games in 30 days, by Grids by Steven Tu

Go SA! The local game dev scene is heating up, and the latest comes from GameLogic – the company behind the super impressive project which speaks volumes for itself – they made 30 games in 30 days, and they’re not even a game development company.

 

Game Development with Unity 2D – part 5: A grid of Roman centuriae

But Unity being an open environment, you can find a truly wonderful plugin in the asset store: Grids by Gamelogic. Using it you are ready to use geometry with Hex Coordinates, and the component comes with a lot of algorithms (Shortest path, Connected shapes, Connected lines, Neighborhood aggregation).

Update – Content coming soon!

Surprisingly I was drawing my levels straight out of arrays and into its own grid in about 10-12 minutes. Installation was painless and unlike most people I took a few minutes to RTFM. Speaking of manuals, Grids has some of the best documentation you’ll see in a GameMaker extension.

GuildCraft Dev Diary: Part XII

Overall, the API for using the grids library is well put together. Some of this structure is probably a natural consequence of building a library with so many interchangeable pieces, but it was clearly written by someone with a strong grasp of the subject matter. I like that it is largely divorced from Unity-specific references. (ie. MonoBehaviour)