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Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. How to Fight Tired Mode. Speaking of avoidance, the best way to fight Tired Mode is to never fight it at all. Just here for Highway s & Byways updates? Part 1: Recognition. Part 2: Prevention.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Most board game mechanics will not work as well as you intend them to. Good board game developers need to know when to drop mechanics and when to refine them. All things equal, fewer mechanics are better.
Todays dev diary focuses on one of our core conflict resolution mechanics: the Card Battle. If youve been following our progress, youll recognise this as our ‘old’ battleground.
They're similar to, for example, randomly-determined critical hits that deal additional damage or dizzying your opponent in fighting games. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ They arent really random so they can be both planned for and against.
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?
One with ruins of a collapsed civilization, where you have to fight through raiders and remnants of that civilization to claim your spoils. This also meant we had less dev time to fix bugs or optimize performance. Exceedingly difficult The team first built the game in Unity. Good money after bad The team now faced a tough decision.
Eugene, the solo developer behind Voidmaw , has spent three years crafting Katanaut , a fast-paced action-roguelite where players embody a katana-wielding astronaut fighting to escape a collapsing space station. 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 do sometimes have ‘flashes’ -or dreams- of cool ideas like a gameplay mechanic, other times a whole story or environment. The toll on your mental health can be quite high for solo devs. Prepare to learn and give yourself time.
One with ruins of a collapsed civilization, where you have to fight through raiders and remnants of that civilization to claim your spoils.” This also meant we had less dev time to fix bugs or optimize performance. Exceedingly difficult The team first built the game in Unity. Good money after bad The team now faced a tough decision.
Starcraft, for example, had all Zerg units regenerate, all Protoss have a combination of shields and health, and Terrans have a mix of organic (healable) units and mechanical (repairable) units. To do this, think about what makes a Corp and try to capture that in gameplay mechanics. Your faction abilities should be similar.
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.” Think long and hard about how much you want the game to fight back against the players. Rules are how we implement game mechanics.
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. They fight for your attention so that enough people stick around to see the real artistry.
Toronto, Canada based indie dev Thousand Stars Studio prides itself on being a culturally diverse studio. It’s up to the three heroes Vishva, Ramli, and Guru-ji to gain the trust of the villagers and unite everyone in their fight against the demons that are aiming to seize their precious heirloom, the almighty Celestial Glue.
You and all the other players in the game play as Spirits who fight off the Invaders – basically, people who want to colonize your island. Sure, cooperative play is not exactly some exotic unseen mechanic too. However, the only real offense Bringer has is the Dahan fighting back. Lightning’s Swift Strike.
Not a lot of games do this, but I really like how fighting games have replays of your matches where you can go back and see the inputs and the events that transpired. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ Losing can be an opportunity to learn and improve.
It is true that games speak to players through gameplay – the core engine, mechanics, and rules. Dylan: This was our challenge in trying to flesh out appropriate mechanics for Seize the Bean’s wild and almost untame-able theme. I don’t ever want to proclaim this is more important than mechanics; it certainly is not.
Thanks for tuning in to another exciting issue of the Kristala dev blog! Stay tuned for details on how you can get monthly comprehensive and even more detailed issues of the Kristala dev blog for just $1 a month! They're super skilled at creating mechanically beautiful weapons and armor adorned with gears, sprogs, and tons of bronze.
We already have the first several seasons of content for this game scheduled - we plan on adding several significant boss fights and content updates over the course of the next year. That boss already has all of its mechanics locked down, all of the art done, all of the voice over recorded, all of the features designed, and so on.
one place I’ve encouraged surprise is the facedown card mechanic. Tasty Humans is about monsters fighting humans instead of the other way around, which gets a sick laugh out of everybody who sees the game. Don’t just playtest it and refine the mechanics. In War Co. , Make it feel unique. drawn by James Masino.
This creates a powerful feedback mechanism where players get to feel significant early validation and offloads having to deal with their own inadequacies until they choose to become serious about the game. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
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).
Toronto, Canada based indie dev Thousand Stars Studio prides itself on being a culturally diverse studio. Its up to the three heroes Vishva, Ramli, and Guru-ji to gain the trust of the villagers and unite everyone in their fight against the demons that are aiming to seize their precious heirloom, the almighty Celestial Glue.
The fact that you can tell who you’re up against because of how they fight, not how they look or what their name is. Plans for a new IP Mordhau has a really dedicated player base, and the dev team at Triternion wants to be there for them. “We It was this idea that pushed everything else.
There is some bitter truth behind the joking that Monopoly makes families fight. I think I said it best in 2016 when I first wrote about Monopoly : Despite letting leaders run away and providing inadequate catch-up mechanics, Monopoly is not a fast game. That’s not how family games are meant to go!
The twin-stick shooter requires you to keep track of and fight the ever-closing game windows while evading enemies. Backpack Battles Backpack Battles decided to make inventory management the main game mechanic. Turn-based mechanics and an RPG flavor round off the experience. You can find the takeover recordings on our YouTube.
Mechanics that are never quite worth taking advantage of, items that haven’t lived up to their potential, or were later superseded by other options but remained unchanged, or even long-term experiments that were included at some point but never updated/expanded/removed. Categorical Approach.
I spend most of my waking hours thinking about game mechanics and how they will make players feel. Fighting Power Creep with Scarcity As the Lead Designer on Legendary: Game of Heroes , I invested a lot of time on our first few hundred heroes. Fighting Purchase Regret with Ownership. Fighting Existential Dread.
We expect to see the Brawl devs continue to fine tune the tier count, tier XP requirements, XP given per quest, and quest refresh rates, as they look to hone in on a sweet spot. That’s because these new tiered purchase options include an old fan favorite, luck mechanics!
The usage of spells, tactics, and magic items : Mechanics reminiscent of classic puzzle game boosters, but with more limited uses. Puzzle RPGs where the real meat is on the RPG and hero collection mechanics. After a successful Boss fight, the player was shipped off to the next island. The full post can be found here.
Mobile gaming megatrends Eric Seufert, Mobile Dev Memo. Mobile ad spending worldwide is going up and shifting faster than ever from traditional channels like TV, OOO into digital.
I’m reminded of Beta 11’s spicing up the main complex with Heavies and Cargo Convoys , though in this case it’s not just adding one or two new mechanics but instead about turning Garrisons into proper branch maps in terms of content distribution… Encounter Architecture. Failing that (gets blasted in a fight?
Anything an indie dev does to anger gamers as a group (a population that includes over half the people on the Earth) must be condemned. I played for a while, had to read a guide online to understand the game mechanics, restarted, and won pretty easily. We are humble toymakers, and that is a powerful archetype. It's a tough game.
Perfect for pretending to have played Deathloop if you find yourself talking to a game dev. Not that you should ever talk to a game dev. This fighting game health mechanic is too fussy and unreliable for a busy shooter. I assume general game design knowledge but minimal Deathloop-specific knowledge. Limited regen (e.g.
World of Warcraft's old raid system where raids supported only 10 or 25 players are examples of such where tuning and mechanics were modified to specific player numbers. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
You're currently tuned in to the official Kristala Dev Blog, a monthly compilation of all the development done on our first game, Kristala: a Dark Fantasy ARPG created by women-owned indie game studio, Astral Clocktower Studios (hey, that's us!). Kristala Official Gameplay Trailer. Concept Art.
WE SHOULD ALL DO THIS / STEAL THIS: Dev-owned wiki. The dev team "SureAI" operates the official Endreal strategy guide and lore wiki. It is much better than the boring shot reverse-shot cutscene stuff going on in AAA RPGs these days, and makes Skyrim's "sit" mechanic more meaningful. Anyway, here's my notes. Money sink.
Gameplay programmers do a lot of setting up of rules for a particular game mechanic or system and building interfaces/tools for us designers to use to create specific bits of content to utilize those rules. Building the interface for designers to tweak combat-related parameters to create specific fights (e.g.
Being able to backtrack is generally going to be more realistic in the RPG sense--of course your character should be able to go back and pick up that item they left behind, or fight that enemy that scared you away before. Not universally so, to be sure, but grind tends to be more of a roguelite thing.
@ReefRumbleGame by @Paul_N_Leduc and Maxime Martens is a cartoony fighting/party game for 2 to 8 players, locally or online! Mechanic 8230. Mechanic 8230 by Nudiventra is a point and click adventure with a wonderful art direction! Move Dodge and Kill. System Under Surveillance.
The natural consequence is that large power deltas will result in incredibly lopsided fights - both tougher enemies and weaker enemies. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ.
I mean, you spend a LOT of time fighting in this game. In JRPGs, when the battles are fun, it’s actually usually that the party-building / character configuration mechanics are good. There’s several systems of collectible quest kind of things where you find an icon on the map, do a boring, easy fight, rinse and repeat.
As you and your fellow monsters toss around the village king, you attract a steady buffet of adventurers who try – poorly – to put up a fight! Meeple Word Cloud of Game Mechanics. The post The 2020 Holiday Shopping Guide for Board Game Lovers appeared first on Brandon the Game Dev. Description from publisher’s website.
A homophobic English farmboy is forced to work with a hunky Romanian farmhand, and so inevitable muddy fight sex and simmering romance ensues. When we idolize crisp clean superflat pixel art today, it's actually a new aesthetic invented by indie game devs from the late 2000s. see: "CRT Simulation in Super Win the Game" ).
Core Battle: Fighting on Auto-Pilot. Idle (PvE) — the Appointment Mechanic This is the automated (idle) portion of the game. At the bottom of the screen (see “2” above) your recently used team will automatically be fighting an endless mob of enemies. This is a major appointment mechanic, driving the player to come back each day.
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