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How to Fight “Tired Mode” as a Game Dev

Brand Game Development

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.

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Spotting and Dropping Bad Mechanics

Brand Game Development

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.

Mechanics 130
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Fighting for Santientkind!

Muha Games

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.

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What is the benefit of mechanics that give the winning side advantages that help them win more, such as COD poweups?

Ask a Game Dev

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.

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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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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

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.

Dev 104
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Solo developer Voidmaw on creating Katanaut: “Done is better than perfect”

PreMortem.Games

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.