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Solo developer Voidmaw on creating Katanaut: “Done is better than perfect”

PreMortem.Games

His design process is highly iterative, starting with loose ideas and evolving through sketches, prototyping, and constant refinement. And of course, balancing everything like coding, art, marketing, and playtesting can be exhausting. It started with a simple idea: What if a katana gave you insane movement abilities?

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Fruit Ninja-creator Luke Muscat on the highs and lows of solo development “I’m just super motivated” 

PreMortem.Games

I had never actually shipped any gameplay features with code I had written. One that would force him to master every aspect of game creation, from coding to marketing. To find his first solo project, he developed a new brainstorming approach: he built a prototype in roughly 100 hours and let people play it.

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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

RimWorld is balanced around sitting on a single map, with everything easily accessible. Planning out code structure was exceedingly difficult, nobody had experience with it and official documentation was sparse to say the least, according to Hermann. Interacting with the wider world is entirely optional.

Dev 104
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The magical realism of Indonesia in the 90’s captured in A Space for the Unbound

PreMortem.Games

We made a pilot trailer and concept art that served as a main aesthetic code for the art style. Improvisation and direction “One of the biggest lessons we took from developing the game is to know that we have to balance between improvisation and direction. After creating some prototypes, we finally found it.

Art 118
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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

RimWorld is balanced around sitting on a single map, with everything easily accessible. Planning out code structure was exceedingly difficult, nobody had experience with it and official documentation was sparse to say the least”, according to Hermann. Interacting with the wider world is entirely optional.

Dev 118
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Unity vs. Unreal Engine: Which is Better for Android Game Development?

Big Games

Although it mostly employs C++, it also provides a visual scripting language called Blueprints that lets programmers construct intricate mechanics without knowing how to code. The Blueprint system allows for faster prototyping. Advantage Balanced graphics that ensure smooth gameplay across all Android devices.

Engine 52
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The magical realism of Indonesia in the 90’s captured in A Space for the Unbound

PreMortem.Games

We made a pilot trailer and concept art that served as a main aesthetic code for the art style. Improvisation and direction “One of the biggest lessons we took from developing the game is to know that we have to balance between improvisation and direction. After creating some prototypes, we finally found it.

Art 104