Remove Code Remove Mechanics Remove Prototyping
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Solo developer Voidmaw on creating Katanaut: “Done is better than perfect”

PreMortem.Games

His design process is highly iterative, starting with loose ideas and evolving through sketches, prototyping, and constant refinement. And of course, balancing everything like coding, art, marketing, and playtesting can be exhausting. It started with a simple idea: What if a katana gave you insane movement abilities?

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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

Planning out code structure was exceedingly difficult, nobody had experience with it and official documentation was sparse to say the least, according to Hermann. Keep spending extra development time to make the DOTS code work, or spend a big chunk of time switching and make it up by being more efficient later?

Dev 104
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Unity vs. Unreal Engine: Which is Better for Android Game Development?

Big Games

Although it mostly employs C++, it also provides a visual scripting language called Blueprints that lets programmers construct intricate mechanics without knowing how to code. The Blueprint system allows for faster prototyping. Strengths Provides more control over game mechanics for experienced programmers.

Engine 52
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Why I still use Unity

Radiator Blog

Being able to pinpoint bugs in the core Unreal Engine code, fix them, and submit patches to Epic is how modern software development works. Most recently, respected developer Ethan Lee has weighed in. For him it's not about the graphics, it's about source engine access and engineering processes.

Engine 100
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Top Unreal Game Development Companies in 2024

Logic Simplified

From strategy development, content creation, coding to testing, the development process reflects on the successful delivery of the game. It contains the game’s proposed design like the concept of the game, genre, core game mechanics, gameplay, timeline, illustrations/sketches, story and characters, levels and monetization strategies.

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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

Planning out code structure was exceedingly difficult, nobody had experience with it and official documentation was sparse to say the least”, according to Hermann. Keep spending extra development time to make the DOTS code work, or spend a big chunk of time switching and make it up by being more efficient later? “We

Dev 118
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Solo dev Almar works on debut game Repunk “I’ve had some darker moments”

PreMortem.Games

This includes a more technical identification of needs, what would I have to implement in code? This finally leads me to prototyping and validation. I do sometimes have ‘flashes’ -or dreams- of cool ideas like a gameplay mechanic, other times a whole story or environment. Which art and music will be needed?

Dev 160