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Solo dev Esteban Hernandez spent 7 years on Creo God Simulator: “I’ve learned perseverance”

PreMortem.Games

Esteban Hernandez , the solo developer behind MKSM Design , has spent almost seven years bringing Creo God Simulator to life. What started as a passion project has grown into a full-fledged god game blending city-building, resource management and player-driven storytelling. How did you get the idea for Creo God Simulator?

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Two engineers build the physics-driven engineering parody The Enjenir

PreMortem.Games

With the game’s 100% physics-based building system, players can solve each mission in infinite ways. What originally started out as a treehouse building simulator prototype, slowly evolved as the duo gradually added different mechanics. “It From the building mechanics, all the way to the third person character movements.

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Scaling Multiplayer Games: The Hidden Challenges and Testing Solutions for Peak Performance 

iXie gaming

Synchronization Deep-Dive: Managing Real-Time Player Actions Across Regions Ensuring stability across regions requires network protocols tailored for scalability, with fallback mechanisms to handle high traffic loads. These simulations are essential for managing device variability and ensuring consistent gameplay across global markets.

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Minigames Revisited: How Developers Are Continuing to Tap into Trends and Drive Engagement

Game Refinery

Magic Cauldron follows Wordle’s template, with similar mechanics but featuring potions instead of words. In Aegis the Diver , players dived, fished, and foraged for ingredients to use in a restaurant management simulator— just like in Dave the Diver—except using fan-favorite Goddess of Nikke characters.

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How Mobile Game Developers Are Using In-Game Collaboration Events to Boost Player Retention

Game Refinery

Depending on the type of IP you want to license, collaborations also provide an opportunity to freshen up your narrative elements and gameplay mechanics. How well does the franchise – if it’s a film or TV show, for example – lend itself to your gameplay mechanics? Simulation RPG Vikingard collaborates with TV show, Vikings.

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Zoochosis by Clapperheads will make you fear those lovely animals in the zoo

PreMortem.Games

Simulator, horror and animals Zoo animals transforming into mutated monsters is cool and all, but framing this idea into appealing gameplay required thorough analysis of the niche the studio wants to serve. So we thought, where could we combine all these three elements; simulator, horror, and animals? And well, you see the result.”

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Why are there games without dedicated stealth mechanics that put in random stealth sections? Theres a fair number of times those situations either lack tools for the player to properly plan their route and identify threats (lack of a proper cover mechanic/corner look for example) or they lack proper detection for enemy units leading to immersion breaking behavior (no noise detection leading to a full sprint directly behind someone not being detected) and those types of things seem integral to a stealth style of game. While they can obviously be done well when done poorly they can feel like a very frustrating or out of place moment in an otherwise very good game.

Ask a Game Dev

Stealth doesn't tend to work super well as a mini-game - there's so much context to stealth and awareness that humans are intimately familiar with it, so most implementations of stealth tend to be very expensive in order to try simulating that kind of behavior.