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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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Solo dev Josh Salley (HALbot Studios) “I believe in keeping a good work life balance”

PreMortem.Games

He now works under the name of HALbot Studios on not one, but two first person survival horror games, House of Lies and The Nightmare Escape. Thinking about those ideas and how I could come up with my own spin or tell my own story with similar mechanics. “I just assumed game development involved writing code all day.”

Balance 195
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Solo dev Evan Polekoff of Critter Crossfire “Motivation is a limited resource” 

PreMortem.Games

For the last five years, off and on, he worked on Critter Crossfire , a turn-based tactics and first person shooter hybrid. With the game now announced for a 2024-release, the part time solo dev is motivated to finish the game. This game represents me as a developer”, he says. “I I get excited to implement wacky ideas!”

Dev 160
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5 Levels of Communication through Game Development

Brand Game Development

The following excerpt is from Games Speak through Mechanics, Not Rules (Dev Diary: 04/28/17). 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. That’s a mechanic. Chess tells a story.

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Design review: Botany Manor as a quiet dark detective game

Radiator Blog

Botany Manor is a 3 hour first person puzzle game about growing plants while exploring a big beautiful fancy house that smells like British Bake-Off. I'm disappointed, but I understand why the devs made these choices. All the puzzle mechanics are one-time one-off things. How do we filter the clues?

Puzzle 173
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Fruit Ninja dev talks porting to VR

Game Analytics

One of the core mechanics of a VR game is being able to interact with the world around you. It’s such a fundamental mechanic that it feels strange if your game doesn’t include it. Halfbrick found this was particularly true for movement mechanics, where there are three usual ways to move around: Blink.

Dev 97
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How To Know When to Pivot on Your Board Game Design

Brand Game Development

Game design involves creating a system of rules and mechanics that are interpreted by players according to their expectations. Rules and mechanics alone often interact in complex, unpredictable ways. On top of that, people don’t always completely understand the rules of the game or the possibilities that mechanics provide.