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RimWorld is balanced around sitting on a single map, with everything easily accessible. I wanted a colony sim where other settlements around you aren’t just a static backdrop, but parts of a living, simulated world. This also meant we had less dev time to fix bugs or optimize performance.
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! With a knack for puzzles, arcades, and simulation games. By limiting the power and availability of this feature, Candy Crush Saga can introduce an exciting new element without disrupting their finely-tuned game balance.
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.
RimWorld is balanced around sitting on a single map, with everything easily accessible. I wanted a colony sim where other settlements around you aren’t just a static backdrop, but parts of a living, simulated world. This also meant we had less dev time to fix bugs or optimize performance.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Key Takeaways for Game Devs. I moved starting spaces around on the map so they’re more balanced. I broke the hardest roads into two sections for both balance and simplicity.
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. For example, “the setup took a long time in Tabletop Simulator because of technical difficulties” does not tell me anything about the real tabletop game, which has tested consistently at 45-60 minutes.
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?
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! With a knack for puzzles, arcades, and simulation games. This success highlights their ability to generate revenue through a balanced mix of IAP and ads. Why have hybridcasual puzzles become successful?
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. Brandon: I had a lot of problems like this with War Co. ,
AI in Art: Balancing Creativity and Ethics In the realm of digital art, AI technology is stirring up a mix of excitement and controversy. By leveraging machine learning algorithms, developers can create more accurate simulations of real-world physics, weather patterns, and even crowd behavior.
Reigns does a good job balancing this information while leaving enough mystery for unexpected twists. It’s a life simulator game where you navigate through menus to manage your character. And although one could argue that it’s not a serious title, we still recommend giving it a whirl to see how the devs made it. Conflict: 10/10.
However, once the game attracts more players, we may want to modify our matchmaking to provide our players with a more balanced and fun play experience. Then, use “ MegaFrogRace ” for the game name and use the existing “ GameDeployment-MegaFrogRace ” role for the Dev stage, then select Create. The import may take a minute to complete.
First here’s our yearly dev collage showing off in visual form some of the progress and work since our last review, version 2022! Selection of images from the past year of Cogmind-related development as posted on this blog, forums, and social media (larger size here ). A sample entry from aoemica’s new wiki.
There may be something true to those statements which, I guess, is the reason why now devs have allowed the Hero to move once per match. However, with the removal of Clan Raids now Clans don’t have anything to do in the game, so devs will have to deliver new interesting Clan activities. There is nothing in-between in terms of value.
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! With a knack for puzzle, arcade, and simulation games. Successful games strike a delicate balance by offering a mix of high and low-stakes rewards to keep players engaged consistently.
Spanish solo dev Daniel Manzano (aka Dr. Kucho !) 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. likes working alone. The first four years were almost absolute happiness.
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! With a knack for puzzle, arcade, and simulation games. The challenge with innovation lies in striking the right balance—too much can alienate players, while too little may leave the game feeling unremarkable.
Let people play out the fantasy Simulation is key for a successful VR game. It’s clear that simulation, as both a genre and concept, is far more popular in VR than in Console and PC games. And many of the regular tricks that devs use to save on rendering costs are lost when building VR games. “It
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.
Before that, when she was a little younger she would sneak into her dad’s office to play MS-DOS games like Spacewar and Flight Simulator on floppy disks. Our goal is to eventually bring their developers for talks and workshops, making it a richer experience for local devs.” And as a teen, she befriended those with PS1s.
The game is made in Godot Engine 3, with many custom-made technologies that enable a fully destructible environment, fluid simulation and dynamic lighting. 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.
Perfect for pretending to have played Deathloop if you find yourself talking to a game dev. Not that you should ever talk to a game dev. and I think this balance tuning is intentional. So I think they got this balance right, even if I whine about it. no mind control) only 5 powers (+1 PvP only power).
Although in most games, at least usually one or two systems are kind of fully-cooked; in this one… probably the most polished and complete thing about the game is one of the minigames (the business simulator was pretty impressive). One last thing about the combat: it is very poorly balanced. 50% fewer minigames.
In a game setting, though, this can be quite an annoyance from a design perspective (harder to balance!) More freedom for the player, less control for the dev. While on the subject of realism, it also makes plenty of sense you can go back to collect resources left behind earlier. A DCSS dungeon map linked from the wiki.
Longtime readers may remember my white working class British masculinity simulator Hard Lads , so I'm certainly not unsympathetic to this premise. Balancing the weight of each system was difficult. When we idolize crisp clean superflat pixel art today, it's actually a new aesthetic invented by indie game devs from the late 2000s.
In my simulation code, men can have one of five sexual moods: Top, Bottom, VersBottom (Versatile), TrueVers, and Voyeur. 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. These moods must be compatible.
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