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I can really implement my vision, and I have the flexibility to add in content and mechanics that Creo’s fanbase and others would like to see. It would be great to bounce ideas and concepts off of fellow colleagues when building my games. The toll on your mental health can be quite high for solo devs.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Core Engine: If you strip out all the mechanics that put obstacles in your players’ path, what’s left? The core engine is the bare minimum set of mechanics you need to have a functioning game.
“Theme-first or mechanics-first” might be the most asked “big question” in the board game community. Theme and mechanics are inseparable parts of board games as a whole. When people talk about mechanics, they tend to mean to strategy, tactics, and rules. There is no hard-and-fast line that splits mechanics and theme.
The core engine is what’s left when you strip a game of mechanics and obstacles. The core engine is the bare minimum set of mechanics and concepts you need to have a functioning (but not necessarily fun) game. Game mechanics are how we bring the core engine of a game to life. What are game mechanics?
Something I want to feel in a game rather than a structured concept. I sketch things out by hand, hang up the drafts all over my wall using tape and sit on the ideas, prototype mechanics, and just see what clicks. The toll on mental health can be quite high for solo devs. How do you deal with that? Its definitely a challenge.
Yet, for indie dev Almar, it offered an escape from the corporate rat race he felt trapped in. I usually start with a location or concept from which I build a ‘mind map’. I do sometimes have ‘flashes’ -or dreams- of cool ideas like a gameplay mechanic, other times a whole story or environment. If yes – how?
Reflecting on the game’s core concept, Khoroshavin shares, “The very first idea was that I want to make a game about an old protagonist that can traverse via boat. The control mechanics are integral to the gameplay, allowing players to operate Kazimir and his staff both together and independently.
What started as a simple concept quickly turned into a game that challenges players with a mix of strategic depth and risk-reward mechanics. Solo devs have to be generalists, and that’s not for everyone”. I think we have a similar attitude about what ‘good game design’ is, mechanically.
Experiment with a theme or mechanics you’ve never used. “Accessible” is a loaded word in board gaming, but the basic concepts are simple: make games for as many people as you can. You can read more about that in my article here: Setting Up Social Media as a Board Game Dev: A Primer Course. Happy New Year!
I sketch many times, not only my concept art but even game mechanics. Crude will release on 22 December 2023 and Remote Life 2: Fearless on 7 May 2024 The post Solo dev Mario Malagrino “The psychological pressure is the worst part of game development” appeared first on PreMortem Games. On paper, it looks very clear.
Brainstorm game concepts for 30 minutes. Google “list of board game mechanics.” The post Make a Board Game in 28 Days: A Challenge by Brandon the Game Dev appeared first on Brandon the Game Dev. Make a Board Game in 28 Days: Printable Download. Stuck along the way? Pick one idea worth pursuing. Download a Printable Copy.
Much like theme vs. mechanics , separating people into gateway gamers and hardcore gamers is another persistent dichotomy in the board game community. Unlike theme and mechanics, though, I think this distinction is much more useful. You can make complex games based on simple mechanics like Patchwork.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Only after your game is functional and has a few mechanics and rules do I recommend bringing in play-testers. “Fun” is a nebulous and weird concept for game developers. Click here.
The following excerpt is from Games Speak through Mechanics, Not Rules (Dev Diary: 04/28/17). If you strip out all the mechanics that put obstacles in your players’ path, what’s left? The core engine is the bare minimum set of mechanics you need to have a functioning game. That’s a mechanic. Chess tells a story.
This communication happens on five levels: the core engine of the game, mechanics, rules, the internal narrative or “theme”, and the external narrative or “community and marketing.” The core engine is the bare minimum set of mechanics and concepts you need to have a functioning (but not necessarily fun) game.
He took some online courses on programming and he was in business, as a solo dev operating under the name of Frambosa , only six months later. So, his solo debut game Billy Bumbum might be the first and last game he made as a one-man-dev-team. But for me it might be different than for other solo devs. This is never a good thing.”
Last month, game industry documentary makers 2 Player Productions debuted a massive 32-part YouTube game dev doc series Double Fine PsychOdyssey , chronicling the development of Psychonauts 2 from its earliest glimmers of pre-production in 2015 to its final release in 2021.
Cogmind generally has fewer such direct escape options, but teleport mechanics are out there, if an advanced tech not usually available until the late game. As a general concept teleportation technology exists in quite a few varieties throughout the world of Cogmind, though the player only has access to some of them.
Game rules are how we regulate the mechanics of our games so that they are consistent with the messages we want to send to players. Short-term mechanic testing. Brandon: At the short-term mechanic testing stages, you’re really just using rules to help underlying mechanics manifest themselves! Private testing.
Each of the terms are the same basic concept - a demonstration of gameplay - but they each have small but important distinctions. Prototype - A playable example of a single gameplay system to prove out the concept. Examples might be character movement, a combat combo system, or a specific game mechanic.
Worker placement is a very simple concept with really profound implications. There is a reason this mechanic is present in many BGG Top 100 Games such as Viticulture , Caverna , A Feast for Odin , and Agricola. Sometime around 2018, I did a major poll asking people what their favorite themes and mechanics were.
For the purpose of this breakdown’s coherence, I won’t go into details of the shooting and marshal mechanics, nor will I cover the end-game shooting bonus. I’m going to focus on the programmable movement, because this mechanic alone has a lot of subtle implications which I will proceed to break down.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. I’m also very skeptical about the return on investment that game devs can expect from a typical con. They look for mechanics and general play-ability. Just here for Highway s & Byways updates?
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. The basic idea of the core engine is “what’s left when you strip a game of mechanics and obstacles. The game’s mechanics center around that. Just here for Highway s & Byways updates?
The objective of Patchwork is to score the most points, but that’s kind of an abstract concept. It has depth on repeated plays, but the depth comes from simple mechanics. The mechanics may be simple, but the relationships between them give the game life and longevity. Photo by Eric Yurko of “What’s Eric Playing?”
The concept is simple: through gamification, you take the elements we associate with games – point scoring, competition, rules – and apply them to something else. Businesses have fallen in love with this concept because they’ve found that gamification works wonders for motivating people.
As I said last week , “rules regulate the way mechanics are implemented. A mechanic is the concept behind the game and the rule is the way that it’s handled to ensure balance.” Rules are how we implement game mechanics. The post How to Make Board Game Rules appeared first on Brandon the Game Dev.
It’s a brutal journey of persistence, frustration, and constant restarts, where the stakes are as emotional as they are mechanical. Internal debate The development of Ascending Inferno wasn’t just about embracing punishing mechanics though. Left: the original concept art for the logo, right: the final logo. experience.
I extensively use examples to explain the trickiest concepts. rule book, I use visual examples to explain how the energy mechanic works. appeared first on Brandon the Game Dev. Examples provide excellent context for players to understand how a game is played. In my own game, War Co. , In the War Co. Make it visual.
Toronto, Canada based indie dev Thousand Stars Studio prides itself on being a culturally diverse studio. This system reflects our key underlying value of unity in the game, as we uniquely weave the theme into our mechanics. It’s a whimsical, Bollywood-inspired RPG that celebrates the fun traditions and magical stories of India.
Welcome back to another exciting issue of the ever-enchanting Kristala dev blog! We'll be sure to keep you posted on all the sweet deets as we near our Patreon launch date, so be sure to stay tuned to our socials and public dev blogs for updates and announcements (including an exciting kick-off contest where you can snag a FREE PS5 ).
Thanks for tuning in to another exciting issue of the Kristala dev blog! Concept Art. After Concept Artist Harold reimagined each level area in the demo, we then had him concept out the individual props that will be needed to carefully detail each environment. Hello, dear friends and fantasy aficionados.
Welcome back to another magically entrancing issue of the Kristala dev blog. Concept Art. As part of our demo overhaul, we recently welcomed a few new team members into our motley crew in order to help us better establish the dark-fantasy vibe we're going for—including the newest member to our Concept Art team, Harold.
Canadian solo dev Matt Marshall is the creator of the Cyberpunk-themed city builder Dystopika. Just trying to get a sense of place and then figuring out what kind of mechanics and interactions grow from it.” Marshall created the game while drastically resetting his professional life. A quiet place. Listening to atmospheric music.
Staying motivated isn’t hard at all for the solo dev. “It Overall, I call this process ‘Idea-smithing’ and with it I have crafted features, spells, stories and entire game concepts. It took him 4 years to create his game and in that time he learned some valuable lessons. “If If you can imagine it, you can build it”, he says.
Targeting Attention, Interest, Desire, And Action Product Your Niche Price Process & Logistics Core Concepts of Promotion Outreach Reviews Distribution Kickstarter Advertising. This concept is called product-market fit. I’ve mentioned the AIDA model before in How to Get Big on Twitter as a Board Game Dev. Your Niche.
Indie developer Chibig started in 2017 as a one-dev studio in Valencia, Spain. With much of the game involving little witch Mika swooping around the beautiful scenery of the island, the team is particularly proud of the flying mechanic. “We So, finally, we decided to stick to the original plan and create a short adventure.
Everything can be scrapped at a moment’s notice – mechanics, rules, art, and even basic core concepts. You come up with basic ideas, find physical pieces to represent those ideas, and come up with game mechanics. Then you regulate the expression of those mechanics through rules. Need help on your board game?
It’s usually easier to start with concepts from cut content, since we’d already started developing it before we realized it wasn’t high enough priority to finish. The concept behind the old stuff might not fit or might not be fun anymore because the game design went a different direction from when we originally came up with the cut content.
The regular practice of posting to the blog has honed my skill at taking difficult, technical, and/or complex concepts and conveying them in an intuitive and understandable way. There's a lot to be gained from doing personal game dev work and posting it publicly, but you don't need to go all or nothing. That's basically the rundown.
That's why we were super excited when we learned that this year's fifth-annual Play NYC convention would be held in person (with tons of awesome precautions in place to ensure all devs, speakers, and attendees were kept safe and healthy). link] Concept Art. We can't wait to go back again next year! In-tact and broken Amulets.
I also work with indie dev companies on a more casual level discussing challenges, goals and brainstorming solutions. There may even be some storytelling to convey the reason or meaning behind a particular series rules and mechanics. The gameplay section should focus on round mechanics. Images help. Then hammer that home.
After a year of documenting the Highways & Byways development process through the Dev Diary, this is not the post I wanted to write. Was it the basic concept? I handled the operations much better this time, but the core concept didn’t work. I have received lots of praise for it from reviewers and gamers alike.
Maybe this is standard for engine-building games, but it was a new concept to me. (It’s Besides getting money, I like this phase because it really sticks to the concept that you are a company. My husband is a bit more into game mechanics and the nitty gritty (can’t you tell I’m pleased I married a game developer?
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