Remove Balance Remove Dev Remove Simulation
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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. 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 104
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The Sweet Art of Feature Adaptation

Deconstructor of Fun

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.

Feature 98
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How to Tell When Play-Testing Feedback is Useful or Not

Brand Game Development

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.

Balance 130
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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. 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 118
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How to Learn Complex Material Quickly

Brand Game Development

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.

Dev 130
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Two engineers build the physics-driven engineering parody The Enjenir

PreMortem.Games

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?

Engine 129
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How to Turn Negative Play-Test Feedback into a Brilliant Game

Brand Game Development

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.