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How to Design the Core Engine of Your Board Game

Brand Game Development

This article is the first of a 19-part suite on board game design and development. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. It is a mix of the objective of your game and the feelings you want it to evoke. Final Thoughts.

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Old World Designer Notes #3: One Unit per Tile

Designer Notes

The game, a historical 4X set in classical antiquity, released on July 1, 2021, and is available for purchase here. The big change that always gets mentioned when going from Civ 4 to Civ 5 is one-unit-per-tile (1UPT), which is interesting as 1UPT is purely a mechanical – as opposed to thematic – change.

Tile 40
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The Top 10 Old Board Games (Before Catan)

Brand Game Development

Made in 1964, Acquire is an economic board game with mechanics that we recognize in modern games such as hand management and tile placement. But Acquire did it better than any other game out there. Reiner Knizia is an absurdly prolific board game designer who is still making board games today.

Games 130
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How to Design the Mechanics of Your Board Game

Brand Game Development

Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the third of a 19-part suite on board game design and development. Need help on your board game? Game mechanics are how we bring the core engine of a game to life.

Mechanics 130
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Five Problems With Chess

Tom Francis

OK, so as far as I can tell, the pawn has always been fiddly all the way back to chaturanga, the game chess comes from. Unlike every other piece, it can move to some tiles only if they’re empty, and to others only if they’re occupied, and only if by an enemy. Stalemate is a wildly stupid concept.

Concepts 100
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Morphblade And Imbroglio: Making A Game To Test A Critique

Tom Francis

I released Morphblade last week, which is a game I made in direct response to Michael Brough’s Imbroglio. They’re both games where you move around a grid of different tile types, and the one you’re standing on determines what you can do there. This is at least half the game, and I like it.

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Godot Tactics RPG – 04. State Machine

The Liquid Fire

State Machines A very useful pattern that you will frequently run into in game design is the State Machine. The original version of the code marked the class as abstract, which GDScript does not seem to have any concept of. I removed the check for whether or not a tile is valid from the original tutorial.