Remove Balance Remove Build Remove Simulation
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Two engineers build the physics-driven engineering parody The Enjenir

PreMortem.Games

With the game’s 100% physics-based building system, players can solve each mission in infinite ways. What originally started out as a treehouse building simulator prototype, slowly evolved as the duo gradually added different mechanics. “It From the building mechanics, all the way to the third person character movements.

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Windstorm: The Legend of Khiimori takes equestrian gaming to 13th century Mongolia

PreMortem.Games

Here, they will build and cultivate their nomad camp and undertake missions as an ancient courier rider, delivering packages across the diverse Mongolian landscape. The upcoming Windstorm: The Legend of Khiimori marks a significant departure from the familiar settings of this long-running horse-riding series.

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How Code Wizards load tested Heroic Labs’ Nakama to two million concurrent players with AWS

AWS Games

Many game developers struggle to build game backend systems that can scale for large numbers of players, especially during events like game launches where there can be very high and unpredictable amounts of traffic. Developers simulate high-traffic conditions and see if the system can cope with the expected number of players.

Code 64
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Solo dev Dr.Kucho fights for true video games: “People play guided tours now”

PreMortem.Games

Players don’t want a video game, they want a simulation of a video game. Something that seems to offer a challenge, but is actually a perfectly balanced system so that no one ever feels frustrated. As I was trying the builds, the game itself was telling me what things would be interesting to add, so I added them.

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#Drive Rally by Pixel Perfect Dude is a love letter to the golden age of rally games

PreMortem.Games

The handling definitely leans towards arcade-style physics and is designed to offer a balance between being accessible and challenging. “We This approach allows players to experience the thrill of rally racing without the steep learning curve often associated with simulation-style games.

Pixel 156
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Announcing Stars Reach

Raph Koster

The most alive game world ever made Stars Reach uses simulation to a degree never seen in an MMO before. We have a lot left to build, but we want to do it in public, with the help of the players that this game is for. Combat isn’t balanced. I believe it does things that other games just can’t do.

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Level-Up Player Retention with No-Code Machine Learning Using Amazon SageMaker Canvas

AWS Games

Traditionally, a machine learning practice that accurately predicts player churn required a team of data scientists with a supporting team to manage the infrastructure to run those ML predictions—all of which takes cycles away from building and improving the actual game. Enter: SageMaker Canvas! Let’s dive in.

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