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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. 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. How did you get the idea for Creo God Simulator?

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Dev Diary: 03/31/17

Brand Game Development

I’ve pushed a rough version of the game out to Tabletop Simulator for my use only. 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.

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

PreMortem.Games

I wanted a colony sim where other settlements around you aren’t just a static backdrop, but parts of a living, simulated world. This also meant we had less dev time to fix bugs or optimize performance. The post Ascent of Ashes dev switches to Godot halfway development Not as chaotic as Unity appeared first on PreMortem Games.

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The Sweet Art of Feature Adaptation

Deconstructor of Fun

Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! With a knack for puzzles, arcades, and simulation games. There's always something new to learn, a fresh perspective to consider, or an innovative mechanic to experiment with. Take Candy Crush Saga , for example.

Feature 98
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Creating the First Version of Game Rules

Brand Game Development

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. The latest version of Highways & Byways in Tabletop Simulator.

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Solo dev Matthieu Houllier lets you take a paper plane on an adventure in Paper Sky

PreMortem.Games

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

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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.