Remove Balance Remove Dev Remove Terrain
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Solo dev Dr.Kucho fights for true video games: “People play guided tours now”

PreMortem.Games

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.

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Open world RPG design notes from Enderal, a big long Skyrim mod

Radiator Blog

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.

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Vertical Slice Breakdown - Dragon Age Veilguard

Ask a Game Dev

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?

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Godot Showcase - Lumencraft developer talks about his experience

Mircosoft Game Dev

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.

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Rebalancing Cogmind

Grid Sage Games

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.

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Mastering Metaverse: John Krajewski’s Eco Adventure

Game Dev Unchained

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.

Indy 105
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Harmonizing Innovation: The ‘Lullaby of Life’ Journey with Francisco Lara Sikorski

Game Dev Unchained

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.

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