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But it also comes with challenges: If a game mechanic takes me three days to implement, thats three days where nothing else is happening in the game. 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. And the biggest pitfalls?
I can really implement my vision, and I have the flexibility to add in content and mechanics that Creo’s fanbase and others would like to see. I also speak with my friends, family, and community extensively to get feedback on lore, game mechanics, design, and more. The toll on your mental health can be quite high for solo devs.
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.
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.
Their approach was to mix familiar mechanics with something fresh: “What we hadn’t seen attempted at the time, was mixing the genre with something darker, and more adventurous. Laser focus The homestead-building mechanic stands out as one of the highlights for the two-man dev team.
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?
“Theme-first or mechanics-first” might be the most asked “big question” in the board game community. Theme and mechanics are inseparable parts of board games as a whole. When people talk about mechanics, they tend to mean to strategy, tactics, and rules. There is no hard-and-fast line that splits mechanics and theme.
We’re picking up where we left off last week with How to Design the Mechanics of Your Board Game , so read that if you haven’t had the chance yet. Today, we’ll be focusing on testing game mechanics after you design them. A quick recap: game mechanics are how we bring the core engine of a game to life.
Overall, these kind of generally hard-to-obtain win-more mechanics exist to make players who get them feel good and have a memorable game experience, while the players on the receiving end dont really feel that much worse. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
“Solo and tiny dev teams have a lot of superpowers, but we have some weaknesses too”, he explains. Here Below is an attempt to pool resources between small devs. You can be a solo dev, but you need the right partners to push your project forward.” I’m not a solo dev. Strategic partners are crucial.
Thinking about those ideas and how I could come up with my own spin or tell my own story with similar mechanics. I prefer the games that create horror through environments, sound and gameplay mechanics. “Well, I truly love playing games and thinking about ideas from my favorite games. I believe in keeping a good work life balance.
I believe the most significant advantage of working solo is having complete control over various aspects of the game, including the story, environment, and mechanics. I come up with ideas of my own for the game’s story, environment, and mechanics. What are the biggest advantages of working solo? “I I value outside input too.
This also meant we had less dev time to fix bugs or optimize performance. We’ll see players talk about features they’d like to see or suggest mechanics, and if our idea is sound, we bring it up in a team discussion to see if we want to include it into the game.” “Some ideas also come from our community.
In the coming week, I hope to accomplish the following goals: Create a rudimentary win condition to test Experiment with a card drafting mechanic Push version 1, edit 2 to Tabletop Simulator (version codename: State Route 1, Edit 2) Playtest some more. The post Dev Diary: 03/31/17 appeared first on Brandon the Game Dev.
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! Whether it's a unique gameplay mechanic from an indie title or a groundbreaking event in one of the biggest franchises, developers consistently look to each other to spark creativity and fuel progress.
All these games together will teach you a wide variety of mechanics. This is a neat way to introduce brand new board game devs to odd concepts like modular boards – that is, boards that do not have the same form every time you play. Don’t study the mechanics of this game. appeared first on Brandon the Game Dev.
French solo dev Matthieu Houllier , operating under the name Brute Force , has been making games by himself for five years. I was lucky enough to release my first game Crumble as a solo-dev, it did way above what I anticipated and allowed me to live off of gamedev.” In that time he has released the 3D platform game Crumble. “It
I sketch things out by hand, hang up the drafts all over my wall using tape and sit on the ideas, prototype mechanics, and just see what clicks. The toll on mental health can be quite high for solo devs. Something I want to feel in a game rather than a structured concept. How do you deal with that? Its definitely a challenge.
With the game now announced for a 2024-release, the part time solo dev is motivated to finish the game. The core mechanics of Critter Crossfire leave the door open for so many unique items that couldn’t exist in any other turn-based tactics game or first person shooter. There have been a few 6-month breaks there.”
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Every game mechanic, every piece of art, and every marketing endeavor ultimately comes down to your decisions. Just here for Highway s & Byways updates? That’s no way to live a life.
What started as a simple concept quickly turned into a game that challenges players with a mix of strategic depth and risk-reward mechanics. Solo devs have to be generalists, and that’s not for everyone”. I think we have a similar attitude about what ‘good game design’ is, mechanically.
as we explore the top 7 game dev myths Laurie (Avocado Fire) joins Rick Davidson & Tim Ruswick* to discuss these 7 game dev myths and address any concerns that you have. Rick has more than 14 years experience in the game dev industry, working on IP's that include Mario, Transformers, Captain America and Mortal Kombat.
I’m trying something different on the Dev Diary. My hope with the Dev Diary series is that by being really direct and transparent about my own development experiences, you’ll see how I respond to real problems. We’re in this together, game devs. My brother and I ended up liking the drafting mechanic.
Experiment with a theme or mechanics you’ve never used. 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.
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. It’s those human mistakes that make us unique.
Throughout development, you may often be tempted to include incredible features and mechanics that weren’t originally planned, which can make the project’s completion elusive. The post Solo dev Diego Ras of Raccoo Venture “Everything starts with paper and pencil” appeared first on PreMortem Games. Beware of mutant scope.
Drawing inspiration from their own experiences in bouldering, the team sought to incorporate the exhilarating mechanics of climbing into the game. The post Indie dev studio Wikkl Works takes virtual rock climbing to New Heights appeared first on PreMortem Games. It is great to see that it’s working out so far.”
I sketch many times, not only my concept art but even game mechanics. Crude will release on 22 December 2023 and Remote Life 2: Fearless on 7 May 2024 The post Solo dev Mario Malagrino “The psychological pressure is the worst part of game development” appeared first on PreMortem Games. What’s your creative process?
Google “list of board game mechanics.” The post Make a Board Game in 28 Days: A Challenge by Brandon the Game Dev appeared first on Brandon the Game Dev. (Again, don’t worry – if you need to pivot later, you can!). Choose some obstacles or constraints that players must overcome in order to win. You just developed a board game!
Short questions: Ask a Game Dev on Twitter Short questions: Ask a Game Dev on BlueSky Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ Because of how costly it is to try to build it properly, most budget stealth implementations generally devolves into some version of red light/green light.
He took some online courses on programming and he was in business, as a solo dev operating under the name of Frambosa , only six months later. So, his solo debut game Billy Bumbum might be the first and last game he made as a one-man-dev-team. But for me it might be different than for other solo devs. There are many lessons!
It is hard to balance something deep and meaningful with game mechanics while keeping things enjoyable for the player. The post Solo dev Michael Schmidt “Adding spiritual traditions to games is hard” appeared first on PreMortem Games. What’s the biggest lesson learned from this project?
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.
Much like my old staple How to Get Big on Twitter as a Board Game Dev , I’ll be covering everything you need to know to get started on Facebook as a board game developer. New game devs: don’t write off Facebook because it’s expensive. We’ll get to that in more detail below. The first is what I call Content Mix.
What originally started out as a treehouse building simulator prototype, slowly evolved as the duo gradually added different mechanics. “It From the building mechanics, all the way to the third person character movements. Does it improve the mechanics of the game? We judge each feature based on three criteria.
Much like theme vs. mechanics , separating people into gateway gamers and hardcore gamers is another persistent dichotomy in the board game community. Unlike theme and mechanics, though, I think this distinction is much more useful. You can make complex games based on simple mechanics like Patchwork.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Only after your game is functional and has a few mechanics and rules do I recommend bringing in play-testers. I chase functionality, theme-mechanic unity , and smoothness of experience. Click here.
I added the first goblin and the basic combat mechanics, and that felt good but still not quite there. The post Solo dev Jason Larabie of Rodent Games works after hours on Artificer’s Tower “I live a dual life” appeared first on PreMortem Games. The final piece that solidified the game for me was summoning bosses.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Playing games exposes you to mechanics and design trends. Just understand that you don’t have to spend $15,000 on games like that gamer to be a good game dev. Click here.
Games, at their core, might just be a series of mechanics and rules, but themes keep us from feeling like we’re playing out the logical conclusion of mathematical functions. The inner narrative should reinforce the game’s mechanics and rules. What you’re going for is Theme-Mechanic Unity.
Create rules and mechanics that help you express your idea in the best way possible. appeared first on Brandon the Game Dev. Board game development is incredibly complex. To create a board game from start to finish , think of everything you have to do: Come up with a board game idea and design a game around it. Find artists.
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