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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. The toll on mental health can be quite high for solo devs. Motivation can also be tricky.
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. One thing I do to try and balance this out a little is work in an office one day a week. I had a prototype that I absolutely loved that was an asynchronous autobattler where you build a revolver.
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. Identify key features you need your engine to support, make some prototypes and see if Godot suits you and your game. Just dont jump in blind, he says.
Click in my heart Selfloss stands out visually with a style that balances elegance with a folkloric, almost storybook quality. When I’m prototyping, I keep adjusting the visuals until I feel something click in my heart, when it feels like it’s beautiful.” “Games that are intriguing based solely on their concept and a simple game loop.”
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. If I’m happy with this design, I’ll prototype it and test that prototype.
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. Identify key features you need your engine to support, make some prototypes and see if Godot suits you and your game. Just don’t jump in blind, he says.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Don’t believe a dev who says “I’ve never wanted to flip the table because of some useless play-testing feedback.” Just here for Highway s & Byways updates? Click here.
The idea for New Heights emerged as a personal prototype, driven by the desire to create a game focused on exploration rather than violence. 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.
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.
After releasing the game to the public, the solo dev got a severe case of post-game release depression. I’ve since spoken with and read about this feeling from other devs who have experienced it after release. Since then, I feel like I’ve learned how to balance work and life a bit better.” Why did you become a solo developer?
People who follow indie/solo devs on social media tend to be really nice and positive, but even so it takes a lot of effort.” Besides these well documented ones, the biggest problem I experienced first hand was balancing the game’s difficulty. What’s your creative process? “I I’m not a big fan of too much planning.
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.
What originally started out as a treehouse building simulator prototype, slowly evolved as the duo gradually added different mechanics. “It As the scope of the game evolved naturally over time, the dev duo assessed each feature addition to the game very carefully. “We And it resulted in The Enjenir.” Do we know how to implement it?
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?
In 2021, Kunta Content won at the Africa Game Dev program, a game development training initiative sponsored by Epic MegaGrants and run by NetInfo. Subsequently, they entered the Spielfabrique program, a Franco-German accelerator for young game studios, securing funding from Ubisoft to enhance Hiru’s prototype.
I’ve split it into five sections for your convenience: How Ben, Sarah, and Will Got Started How Working in a Team Feels The Downsides of Teamwork Communication in a Team Advice for New Game Devs. This is unusual for most game devs, I think. Brandon: How I imagine teams as a solo dev. Advice for New Game Devs.
So, we use a model where we pay people 10,000 Rand to create a playable prototype in two weeks. This allows others to donate and help more people prototype. Free Lives has a set budget for prototyping, but now anyone can contribute to these initiatives to support more developers in accessing the game industry meaningfully.” “We
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. In keeping with the Dev Diary tradition, I’ll be sharing an example from Highways & Byways development. Key Takeaways for Game Devs. I send that to the artist with a copy of my latest prototype.
At that point, I’m getting close to a prototype. In a game I co-designed with Matt Greenleaf, which is currently unpublished, I had come up with a mechanic that was whenever a player made a move, the game state would either go to imbalance or balance. However, we will focus on testing game mechanics once you have designed them.
This is where most of the rules have been ironed out and are acceptable enough to use during a prototype either in person or online through something like Tabletopia or Tabletop simulator. This is to make sure the game is – on some fundamental level – balanced. Public blind play tests. Many people were confused.
When I first complete my rapid prototype, I call this Phase 1. This is where I start to dive into balancing mechanical choices with regards to elements of the game, like spaces on the board for worker placement or card abilities in a card game. Jesse: We could never get the balance on Armor cards quite right.
From scribbling your ideas onto the proverbial napkin, to actually crafting prototypes, play-testing, redoing it all, and finally getting your game to reviewers, there is no shortage of details and learning curves. It’s a tough balancing act! You rely on amazing communities like this one to educate, encourage, and inspire.
Some roguelikes don’t strive for balance, but maintaining balance has always been important to me for Cogmind, since it fits better with my vision for this type of game, heavy on tough, complex, and consequential decision-making at multiple strategic and tactical levels. Exiles Prototypes. ASCII art for Exiles prototypes.
The aim of CSG in Godot is for it to be used in level prototyping. Unreal has always offered similar boolean CSG, while Unity has recently acquired ProBuilder (which is a different type of tool, but still aimed at prototyping level geometry). This technique allows to create simple versions of most common shapes by combining primitives.
Paweł and I are teaching classes on simulations and game dev that are heavily based on Godot Engine mostly due to Godot being perfect for fast prototyping. We still don't know if the game is balanced enough, which is why we are on Early Access to check what works right and what doesn’t.
This is a well-balanced team in terms of disciplines, covering software, design, and art. And seems it provides a solid ground to start hiring the rest of the team, while they start prototyping their ideas. Not sure how they will prototype fast enough until they get some. And past experience in entrepreneurship.
Back in 2019 I made an unfinished prototype for a Gay Western game jam to contemplate the anniversary of influential gay cowboy film Brokeback Mountain (2005). Balancing the weight of each system was difficult. Like many game prototypes, my initial sheepherding test began as something much grander and more complicated.
So often, when we’re balancing our designs , it’s because we’re trying to nail down board game pacing. Acquiring more Leader tiles gives the player more to try to balance. In my first prototype, I had special “Draft Leaders” cards shuffled into segments of the Adventurer deck. But how do you do that?
I first prototyped it back in 2019, but I didn't really know how to finish it. Originally this was prototyped as "Saugzwang" and I made it for the 7 Day Broughlike Jam back in 2019. For balance purposes, I limit the number of voyeurs in the maze, otherwise it can enter a deadlock where there's only voyeurs but no one for them to watch.
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