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Tiles editor progress report #5

Mircosoft Game Dev

Aside from a lot of bug fixes and small UX improvements, all tiles-related classes are now documented. But that being said, most of my time will soon be used to fix all bugs the alpha release will allow us to spot. Here comes a new progress report about the Tiles editor rework. This is most likely the last progress report before the 4.0

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How Flying Sheep raised funds to make its ‘frictionless’ Web3 game Star Life

Game Daily

The UX of everything to do with blockchain is still in a state where onboarding new players is very challenging.” GameDaily: Star Life’s first alpha is scheduled for later this year. They mostly felt like decentralized finance apps with a thin layer of gamification. All blockchain aspects are totally optional.

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Dev snapshot: Godot 4.0 beta 3

Mircosoft Game Dev

But the “1” in beta 1 means that it’s only the first step of the journey, and like for the alpha phase, we’re going to release new beta snapshots roughly every other week. See this demonstration made by MewPurPur : Improved ColorPicker UX ( GH-62910 ). GUI: Improve ColorPicker UX ( GH-62910 ).

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Dev snapshot: Godot 4.0 beta 3

Mircosoft Game Dev

But the "1" in beta 1 means that it's only the first step of the journey, and like for the alpha phase, we're going to release new beta snapshots roughly every other week. See this demonstration made by MewPurPur : Improved ColorPicker UX ( GH-62910 ). GUI: Improve ColorPicker UX ( GH-62910 ).

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Guest post - “Small Team, Big Project”: Building Moonwards

Mircosoft Game Dev

Add-ons: the Logger Console and Doc Generator - by Zachary Shea, Programmer and UX design. My frequent hats are UI programming, UX design and tool development. The tool is currently in early alpha, so not all features are implemented yet. I have a lot planned after the initial alpha release of Moonwards.

Build 52
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Kyzrati’s Game Design Philosophy

Grid Sage Games

I sorta covered high-level process before, albeit more in a technical sense than a philosophical one, in an early article on Cogmind’s alpha release cycle. For one, gameplay features always take a back seat to UI/UX concerns. Gameplay features always take a back seat to UI/UX concerns.

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How to Scale A Games Company | Travis Boatman, Gigi Levy-Weiss, & Kristian Segerstrale

Deconstructor of Fun

Now, that moved to beta, then it's moved to Alpha, now it's moved to first playable. You need the UX to work. Today, liveops has moved from, I remember when liveops used to be ship and then you liveops and then you would get customer feedback post launch. Now it's moved to concepting. You don't really need creativity.

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