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Two engineers build the physics-driven engineering parody The Enjenir

PreMortem.Games

They are both well aware of the irony of two engineers developing a parody engineering game, but that hasn’t stopped Cillín Farrell and Neil Mackenzie from devoting the majority of their spare time doing just that. With the game’s 100% physics-based building system, players can solve each mission in infinite ways.

Engine 129
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Announcing Stars Reach

Raph Koster

This is the game I have wanted to make for nearly thirty years. It has in it all the lessons of all these decades of online game development — and it looks forward, not back, to reinvent what an online world can be. I believe it does things that other games just can’t do. The graphics need a lot of work.

Sandbox 145
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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

This is needed for some types of game mechanics such as: Projectiles (bullet hell for example). Units in some types of strategy games with thousands of entitites roaming across a map. Sandbox style simulations. Godot, at its core, is and will always be (by design) a very general purpose game engine.

AAA 145
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Minecraft: Using Learning to Make Players Fall in Love

Brand Game Development

In 2009, this rough, glitchy, blocky game was released to the public. In it, you romp around an 8-bit world, fighting monsters and building anything your heart desires. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. Minecraft is a dangerous world.

Alpha 130
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Matt Marshall went solo to escape corporate culture and scored a hit with Dystopika

PreMortem.Games

It’s a no-goals, no-management sandbox that allows players to build dark cities that would make Deckard proud to hunt replicants in. Marshall created the game while drastically resetting his professional life. How do you stay motivated through development? What are the biggest advantages of working solo?

Sandbox 138
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Cracking the Game Growth Code: Lessons from SciPlay

Deconstructor of Fun

In this latest episode of the podcast, Mishka Katkoff sat down with Cameron Stewart, Group Vice President, US Game Development, at SciPlay, to uncover the keys to their continued success in the social casino space. This strategy capitalizes on the shared audience and builds excitement across both platforms.

Code 52
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Oscar Salandin, developer of BOTSU Ridicuous Robots: “Solo dev can be lonely” 

PreMortem.Games

Oscar Salandin , known as Peculiar Pixels, received a major validation for his debut game, BOTSU Ridiculous Robots , by being named the Overall Winner at the Develop Indie Showcase Awards 2024. The English solo developer began his journey right after the Pandemic. Inevitably, I’ve gone over time and over budget,” he says.

Dev 138