Remove Animation Remove Prototyping Remove Sandbox
article thumbnail

James Bendon’s 5-year journey to create Dinkum “To be honest, I really like working alone”

PreMortem.Games

The game is an Australian take on Animal Crossing and really captures that laidback Down Under vibe. I had made dozens of smaller games and prototypes in my spare time while I worked my day job, but Dinkum is my first commercial product. I alway loved life Sim games like Animal Crossing and Harvest Moon growing up.

Dev 118
article thumbnail

Oscar Salandin, developer of BOTSU Ridicuous Robots: “Solo dev can be lonely” 

PreMortem.Games

I will sometimes sketch out what I’m thinking on paper if necessary, but will always try to use the lowest fidelity needed, then prototype it to find out if it is good/fun/useful.” “For These days, seeing people’s faces light up and how creative people get with the sandbox is the biggest motivation boost for me.

Dev 138
article thumbnail

We Dwell in Possibility as queer gardening simulation

Radiator Blog

My first prototype were sim-heavy, based on basic cellular automata , a technique popularized by Conway's Game of Life (1970) where cells (or anything, really) live or die based on crowding, However this felt too fiddly, with small shapes that changed too quickly. There's something interesting between these two notions of simulation.