This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! When Ahmetcan isn’t busy crafting and designing killer features, you’ll find him exploring Berlin's vibrant tech scene or writing for Deconstructor of Fun in one of the hipster cafes of the city.
That passion led to Friday Nights , his debut horror game featuring voice recognition, designed to immerse players in a uniquely interactive nightmare. For now, hes happy in the solo dev life, but the door to collaboration remains open. The toll on your mental health can be quite high for solo devs. Working alone has its perks.
This officially marks the start of feature freeze for 4.4. We wont risk merging any new features or risky bug fixes until after we release 4.4 Highlights Many features originally intended for 4.3 is jam-packed with new features despite having a much shorter development period than 4.3. release cycle. New in Beta 1!
Indeed, progress has been booming, and the amount of new features added even compared to the previous release is staggering; curating this selection was especially difficult. As always, new features mean new bugs in need of fixing, so we encourage everyone interested to get feedback and bug reports in as early as possible. dev 1 and 4.5
Game developers Taylor McCue and Nilson Carroll released their third yearly Queer Games Bundle that features games and software made by LGBTQ developers.
Pixelberry wants to use Series to get highly requested features out the door, while Series is looking to add its proprietary Rho engine into the developer's pipeline.
The result of this ambition is Mekkablood: Quarry Assault , an upcoming retro-styled mech game featuring a deeply flawed protagonist and a gritty, 16-bit inspired universe. “I would say the largest advantage is having full control of the creative process and obviously not splitting the revenue with other devs.”
dev 1 snapshot, but surely they couldnt follow that up with another flood of anticipated changes, right? Now the time for proper enhancements and features entirely unique to this development cycle has come, and this blogpost will aim to highlight them to the best of our ability. With the 4.4 development snapshots.
I remember when an Early Access update added the overworld feature. Disappointed by the lack of integration of the overworld feature into RimWorld, he further developed his idea. We discovered that in some cases, it took twice as long as normal to implement features. It looked really exciting to me, he says.
As is often the case following a feature-freeze, several quality PRs were finally released from the collective backlog, as merging them at the time wouldve been too much of a risk. Our first development snapshot for 4.5 has arrived! In truth, the quantity has been so great that we couldve gotten away with releasing a snapshot a week ago!
Laser focus The homestead-building mechanic stands out as one of the highlights for the two-man dev team. Gauging the speed at which you can design, implement, and test features is challenging without much previous experience. Seeing players use the tools on offer to make something unique and beautiful, it’s hard to top,” Otis shares.
This is done by exaggerating certain features that humans typically find endearing and downplaying the features that humans find alarming, while keeping the visual recognizable. Bright colors, a stylized happy face, with no features that could be considered off-putting. This works with animals. It works with the undead.
I then had enough time to focus on game dev, so I made the decision to start changing careers. I didn’t really think about what it meant to be a solo dev, I just focused on what I wanted to do which was learn how to make games. I knew plenty of software devs, even some that were making games, but they worked for game companies.
The end of May means the approach of the feature freeze for Godot 4.1, and this dev snapshot aims to give you as many new features to test as possible.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. In fact, in many ways, getting featured on blogs and podcasts is easier than convincing people to review your board game. How about getting featured on a podcast? Click here. Need help on your board game?
feature release. something that worked in a previous release is now broken) and significant new bugs introduced by new features. Changelog 51 contributors submitted 116 improvements for this release. See our interactive changelog for the complete list of changes since the 4.4-beta2 beta2 snapshot. compared to the previous 4.3
This year we featured over 20 brave game creators in our solo developers-series and we like to share some highlights. Solo dev Graham Reid: “Being part of a like-minded community is really important” Young Dutch indie developer Lente is something of a free spirit. Because, let’s be honest, creating games is hard.
DLC and continued support is a great training ground for juniors and mid-levels to level up their skills on lower-stakes content and features and post-launch content has a notably less brutal delivery schedule. I've always been a proponent of post-launch game support.
feature release. something that worked in a previous release is now broken) and significant new bugs introduced by new features. Changelog 65 contributors submitted 141 improvements for this release. See our interactive changelog for the complete list of changes since the 4.4-beta3 beta3 snapshot. compared to the previous 4.3
Dev3 Released Today we have the third dev release of the Godot 4.5 These releases add new features and improvements to the Godot engine leading up to the Godot 4.5 GameFromScratch.com Godot 4.5 cycle, following hot on the heels ofGodot 4.5 dev1 released in March and Godot 4.5 dev2 released earlier in April. These The post Godot 4.5
This is, in part, due to a feedback cycle - I got really good at rescuing and shipping features and systems that were in danger of being cut, so I would get hired to do that. But most games that have features and systems in trouble often have the entire project in trouble, which would often mean layoffs.
I had never actually shipped any gameplay features with code I had written. Although I could write some code, I had never actually shipped any gameplay features with code I had written, so if nothing else I was going to learn a lot about programming! Solo dev was everything I had imagined and more. How do you deal with that?
It's time to start testing the next feature release of Godot 3, packed with over 500 fixes and enhancements which don't require any compatibility breaking changes!
With the game now announced for a 2024-release, the part time solo dev is motivated to finish the game. Sometimes I have to make a bet that a feature will be fun only to end up cutting later after playtest feedback.” “Burnout is a very real threat to solo-developers”, he says. There have been a few 6-month breaks there.”
I think that anyone making something like this is slightly delusional, thinking that your latest feature is the coolest thing ever,” he admits. Working in Mixed Reality, I met many ex game devs and artists, who I learned from and was greatly inspired by. Still, he’s highly motivated to release BOTSU. “I I don’t know, really.
For 2-3 years I've been contributing level design to Big Hops (check us out at Day of the Devs) and I've learned a lot about making 3D platformer levels But for a demo / better sense of the game, contact the director Chris Wade ( chris [AT] luckshotgames.com ). A lot of the dev team will be hanging around GDC too. social event.
For example, the creative block that often gets stuck in our heads, or the lack of other points of view on a certain feature of the project, which could often be improved by including the expertise and experience of another professional. Beware of mutant scope. It’s preferable to cut elements rather than add new ones.
That's pretty normal for any major piece of technology - things improve and mature as more people use it and the dev team has the time and bandwidth to fix bugs, document things better, and add quality of life features. Most of these issues will eventually get ironed out, documented, and/or fixed as they come to light. as they go.
Get featured on a podcast or a blog. You can read more about that in my article here: Setting Up Social Media as a Board Game Dev: A Primer Course. The post 20 New Year’s Resolutions for Board Game Devs in 2020 appeared first on Brandon the Game Dev. Learn how to use Board Game Geek. Happy New Year!
is now in feature freeze and will only receive bug fixes going forward. Enjoy this final package of new features and enhancements and give them a good shake! This snapshot signifies that Godot 4.1
IP, release date, features or content you didn't work on, etc.). You can always talk about what work you've done, just focus on keeping it to your own contributions and not about the specifics of the project itself (e.g. Join us on Discord ] and/or [ Support us on Patreon ] Got a burning question you want answered?
Joanie Kraut, CEO of Women in Games International (WIGI), will moderate a panel discussion featuring Stephanie Latham (Roblox), Jen MacLean (Dragon Snacks Games), and Sarah Anderson (Amazon Games). Each space features two demo stations, and an opportunity to dive deep with AWS for Games solution industry experts.
Curated by author and artistic director Sharna Jackson, the Ensemble initiative features a new cohort each year , with their talent being showcased at exhibitions in various locations across London.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content