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Thinking about those ideas and how I could come up with my own spin or tell my own story with similar mechanics. I believe in keeping a good work life balance. I prefer the games that create horror through environments, sound and gameplay mechanics. So I spend some time just thinking and writing down ideas.”
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Most board game mechanics will not work as well as you intend them to. Good board game developers need to know when to drop mechanics and when to refine them. All things equal, fewer mechanics are better.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Core Engine: If you strip out all the mechanics that put obstacles in your players’ path, what’s left? The core engine is the bare minimum set of mechanics you need to have a functioning game.
Thanks to skill-based matchmaking and ranking systems, the players get dispersed into their different skill buckets where matches tend to be more balanced and less lopsided, which also makes killstreaks less common. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! Whether it's a unique gameplay mechanic from an indie title or a groundbreaking event in one of the biggest franchises, developers consistently look to each other to spark creativity and fuel progress.
The core engine is what’s left when you strip a game of mechanics and obstacles. The core engine is the bare minimum set of mechanics and concepts you need to have a functioning (but not necessarily fun) game. Game mechanics are how we bring the core engine of a game to life. What are game mechanics?
RimWorld is balanced around sitting on a single map, with everything easily accessible. This also meant we had less dev time to fix bugs or optimize performance. The post Ascent of Ashes dev switches to Godot halfway development Not as chaotic as Unity appeared first on PreMortem Games.
And of course, balancing everything like coding, art, marketing, and playtesting can be exhausting. I sketch things out by hand, hang up the drafts all over my wall using tape and sit on the ideas, prototype mechanics, and just see what clicks. The toll on mental health can be quite high for solo devs. How do you deal with that?
What started as a simple concept quickly turned into a game that challenges players with a mix of strategic depth and risk-reward mechanics. Solo devs have to be generalists, and that’s not for everyone”. I think we have a similar attitude about what ‘good game design’ is, mechanically.
Throughout development, you may often be tempted to include incredible features and mechanics that weren’t originally planned, which can make the project’s completion elusive. Finally, maintain a healthy balance between work and rest. Beware of mutant scope. It’s preferable to cut elements rather than add new ones.
The control mechanics are integral to the gameplay, allowing players to operate Kazimir and his staff both together and independently. The way you control the old man and the magical staff at the same time is a neat mechanic that I am proud of,” Khoroshavin says.
Drawing inspiration from their own experiences in bouldering, the team sought to incorporate the exhilarating mechanics of climbing into the game. To strike a balance, the team aimed to automate as much of the body movements as possible while retaining the meaningful choices that players make while climbing.
As I said last week , “rules regulate the way mechanics are implemented. A mechanic is the concept behind the game and the rule is the way that it’s handled to ensure balance.” ” Rules are really tricky to do right because you have to serve two purposes: balance the game and communicate clearly.
It is hard to balance something deep and meaningful with game mechanics while keeping things enjoyable for the player. The post Solo dev Michael Schmidt “Adding spiritual traditions to games is hard” appeared first on PreMortem Games. To Greg Malone , wherever you are, thanks!”
The following excerpt is from Games Speak through Mechanics, Not Rules (Dev Diary: 04/28/17). If you strip out all the mechanics that put obstacles in your players’ path, what’s left? The core engine is the bare minimum set of mechanics you need to have a functioning game. That’s a mechanic. Chess tells a story.
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. Does it improve the mechanics of the game? We judge each feature based on three criteria.
He took some online courses on programming and he was in business, as a solo dev operating under the name of Frambosa , only six months later. So, his solo debut game Billy Bumbum might be the first and last game he made as a one-man-dev-team. But for me it might be different than for other solo devs. There are many lessons!
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! Titles like Match Factory , Triple Match 3D , and Tile Busters have successfully carved out space by introducing fresh mechanics to the puzzle category. With a knack for puzzles, arcades, and simulation games.
Cogmind generally has fewer such direct escape options, but teleport mechanics are out there, if an advanced tech not usually available until the late game. How about we add one, maybe using this new type of charging mechanism (described towards the end). Controlled Teleporting?
Staying motivated isn’t hard at all for the solo dev. “It But the morale and quality of life it can bring can be quite motivating, balancing & inspiring – if not all the above.” Balance your mental health. So for things like these, I take the above steps to counter balance. Why did you become a solo developer?
Much like my old staple How to Get Big on Twitter as a Board Game Dev , I’ll be covering everything you need to know to get started on Facebook as a board game developer. New game devs: don’t write off Facebook because it’s expensive. You have strike a balance. We’ll get to that in more detail below.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. After all, I’m checking to make sure there are no serious balance issues that come out of repeated plays. ” “I wish I could Photoshop as good as Brandon the Game Dev,” said no one.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. When I talk about game design itself, I often talk about the relentless play-testing , balancing , and different levels of communication that you must master so that your game is understood and enjoyed.
In this breakdown, we’ll delve deep into the enigmatic balance of leaders running away and losers catching up. I’m going to use the term “runaway leader” to refer to a specific, purposefully included design mechanic. Colony has a “runaway leader” mechanic, but it reigns this in with different mechanics that act as counterbalances.
RimWorld is balanced around sitting on a single map, with everything easily accessible. This also meant we had less dev time to fix bugs or optimize performance. The post Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity” appeared first on PreMortem Games.
rule book, I use visual examples to explain how the energy mechanic works. It’s a tough balance. Yet if you strike this balance, the reward is precious: you can prime a player’s experience. appeared first on Brandon the Game Dev. In my own game, War Co. , In the War Co. Make it visual.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. I’m just adding another mechanic and a tweaking a few rules. Major issues are ones that involve sweeping changes to the game such as new mechanics or sweeping rule changes. Click here.
It’s a brutal journey of persistence, frustration, and constant restarts, where the stakes are as emotional as they are mechanical. Internal debate The development of Ascending Inferno wasn’t just about embracing punishing mechanics though. For Oppolyon Studio’s co-founder, Isaac Iozzi , this hellish struggle is all too familiar.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. That includes popular games, mechanics, and themes; well-known designers; and how to run a successful Kickstarter. Key Takeaways for Game Devs. Just here for Highways & Byways updates?
Game rules are how we regulate the mechanics of our games so that they are consistent with the messages we want to send to players. Short-term mechanic testing. Brandon: At the short-term mechanic testing stages, you’re really just using rules to help underlying mechanics manifest themselves! Private testing.
The reason is that Cover Your Assets’ core mechanic is deceptively quite compelling. The core mechanic of stealing and defending sets of cards that increase in value is essentially the whole game. Wide audiences find the core mechanic of Cover Your Assets really compelling. Two Stacks Per Player.
Last month, game industry documentary makers 2 Player Productions debuted a massive 32-part YouTube game dev doc series Double Fine PsychOdyssey , chronicling the development of Psychonauts 2 from its earliest glimmers of pre-production in 2015 to its final release in 2021.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Once the core engine and mechanics are in place, board games can be dragged down by easy-to-fix but hard-to-identify issues. I-4 comes with art applied, slightly simplified rules, and tighter balance.
Sure, cooperative play is not exactly some exotic unseen mechanic too. Balanced asymmetry leads to greater variety. The trick, of course, is to make sure all varying powers are definitely distinct while remaining balanced. Lastly, the variable player powers are balanced in such a way that the game stays fresh for a long time!
I also work with indie dev companies on a more casual level discussing challenges, goals and brainstorming solutions. There may even be some storytelling to convey the reason or meaning behind a particular series rules and mechanics. The gameplay section should focus on round mechanics. Brandon: I definitely agree with that.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. With enough games, outliers tend to balance each other out. That’s not necessarily good or bad, but it’s something game devs need to be wary of. Just here for Highway s & Byways updates?
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. If your game becomes unplayable due to a glitch in the rules, a logical inconsistency in mechanics, or even a wickedly overpowered strategy, you cannot blind play-test it. Period, point blank.
Mechanics that are never quite worth taking advantage of, items that haven’t lived up to their potential, or were later superseded by other options but remained unchanged, or even long-term experiments that were included at some point but never updated/expanded/removed. Categorical Approach. Alien Artifacts.
’ Through our discussion, I gained a profound appreciation for the delicate balance required to honor the original’s spirit while introducing innovative gameplay mechanics that captivate a new generation of gamers. This balance was achieved through a combination of careful planning and creative experimentation.
CASHING OUT: The actual Stars balance a game publisher earns can be reinvested in ads promoting the app , which in theory cuts out a lot of the “middle man” costs necessary for a publisher to pay in standard mobile gaming. Graphics may be relatively simplistic but every moment has to be ‘perfect.’
We can discuss mechanics and existing content (and what we might modify), but we generally won’t take suggestions on hypothetical new content in forms other than “Would you like to see X?” Game mechanics, for example, cannot be copyrighted so game mechanics are fair to talk about.
Once you craft the basic concepts of your game and find the right mechanics to express them , you have to set rules. In my first Designer Diary post for Tasty Humans , I talked about the mechanics of dropping shapes (which represent the titular “Tasty Humans”) in order to fill up the stomach of the each player’s monster.
This time, we’ll look at the top games that use storytelling as a core mechanic and show you that you don’t need sparkling design and intense gameplay to create a hit. Reigns does a good job balancing this information while leaving enough mystery for unexpected twists. Making choices can be the sole mechanic, and you still have a game.
However, I don’t want to leave things too abstract - game design is about taking an idea and translating it into real game rules and mechanics. If you balance things right, the choice isn’t always obvious and will depend on evaluating other factors at the time of the choice. That’s what makes it interesting.
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