This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
Spanish solo dev Daniel Manzano (aka Dr. Kucho !) Something that seems to offer a challenge, but is actually a perfectly balanced system so that no one ever feels frustrated. The size gives the advantage that you can see much more terrain, so the action is much more interesting. likes working alone.
WE SHOULD ALL DO THIS / STEAL THIS: Dev-owned wiki. The dev team "SureAI" operates the official Endreal strategy guide and lore wiki. But without any meaningful code access to upgrade terrain engines or lighting systems, that mostly means spamming set dressing and clutter everywhere. Anyway, here's my notes.
Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ Expertise on visuals like lighting, rendering, shaders, etc. should be directed elsewhere. See anything I missed? Which did you get?
We knew that we needed custom modifications for destructible terrain, dynamic lightning, and support for thousands of swarm monsters. 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. That one was tricky.
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. Alien Artifacts. Exiles Prototypes.
As we navigate this evolving terrain, perhaps the future of education is not about replacing traditional methods but integrating games as a complementary tool. With it comes the challenging balance between financial backing and creative control. The focus should not be on specific skills but on nurturing curiosity and adaptability.
Francisco’s insights into the marketing landscape proved invaluable as they navigated this complex terrain. In discussions at conferences and workshops, he shared his insights with aspiring developers, emphasizing the importance of balancing passion with practicality.
These offer very little control over direction, although based on their rules if you’re aware of the surrounding terrain you can possibly get a decent idea of where one might send you given your current position. TR & NEM So the first and primary form of teleportation is the original alien tech, Transdimensional Reconstructors.
Rampant terrain destruction is awesome, by the way ;). The above samples show encounters added to a variety of Garrison layouts, highlighted with a dev visualization overlay. Of course this change comes with significant balance repercussions, which we’ll cover when we get to discussing that topic further below.
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. Architecture.
Here my walking mechanic borrows some sensibility from Death Stranding, where terrain can seriously slow down the player's speed, so a skilled player should micro-optimize their route a little and avoid water / hills / obstacles. Balancing the weight of each system was difficult. It already feels so fraught to me.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content