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

PreMortem.Games

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.

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Games Speak through Mechanics, Not Rules

Brand Game Development

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.

Mechanics 130
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Theme vs. Mechanics

Brand Game Development

“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.

Mechanics 100
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How to Design the Mechanics of Your Board Game

Brand Game Development

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?

Mechanics 130
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Solo developer Voidmaw on creating Katanaut: “Done is better than perfect”

PreMortem.Games

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.

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

PreMortem.Games

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?

Dev 160
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Kazakhstan-based Goodwin Games takes us on an emotional adventure in Selfloss

PreMortem.Games

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.