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Solo dev Esteban Hernandez spent 7 years on Creo God Simulator: “I’ve learned perseverance”

PreMortem.Games

Esteban Hernandez , the solo developer behind MKSM Design , has spent almost seven years bringing Creo God Simulator to life. What started as a passion project has grown into a full-fledged god game blending city-building, resource management and player-driven storytelling. How did you get the idea for Creo God Simulator?

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Solo dev Vladyslav Pidiashenko “I hope IHAS will inspire players to better their lives”

PreMortem.Games

After finishing IHAS, I will start to build a strong team to work on games that are beyond my scope a solo dev.” I’ve been working on a game for close to 3 years at this point and the whole idea of IHAS has transpired through these years of development. At first, I was planning to make a walking simulator-horror game.

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Dev Diary: 03/31/17

Brand Game Development

Also, the game doesn’t have a defined win condition yet. Some game designers – and I count myself among them – consider to be win conditions pretty important to games. I’ve pushed a rough version of the game out to Tabletop Simulator for my use only.

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Why are there games without dedicated stealth mechanics that put in random stealth sections? Theres a fair number of times those situations either lack tools for the player to properly plan their route and identify threats (lack of a proper cover mechanic/corner look for example) or they lack proper detection for enemy units leading to immersion breaking behavior (no noise detection leading to a full sprint directly behind someone not being detected) and those types of things seem integral to a stealth style of game. While they can obviously be done well when done poorly they can feel like a very frustrating or out of place moment in an otherwise very good game.

Ask a Game Dev

Stealth doesn't tend to work super well as a mini-game - there's so much context to stealth and awareness that humans are intimately familiar with it, so most implementations of stealth tend to be very expensive in order to try simulating that kind of behavior.

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6 Ways to Find Play-Testers for Your New Board Game

Brand Game Development

Play-testing is the most important part of board game design. It’s how you turn rough, raw ideas into polished, ready-to-play games. Two groups that come to mind are the Tabletop Game Playtesters Guild and Card & Board Game Designers Guild. Visit your local game store. Final Thoughts.

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A Crash Course in Board Game Development

Brand Game Development

Join my community of over 2,000 game developers, artists, and passionate creators. I tend to use the word game development as a catch-all term for everything that is associated with making a game – that includes game design, product development, marketing, promotion, Kickstarter/crowdfunding, fulfillment, and selling.

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Timing is Everything in Board Game Development

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. I’m going to talk the importance of timing when you’re developing a board game. Stages of a Board Game Project. Just here for Highways & Byways updates? His name is James Masino.