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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?
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.
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.
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.
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.
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
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.
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.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. By using color/contrast zones, stripping all text from the board, and generally making the game look pretty, I was finally able to coordinate play-tests through Tabletop Simulator. Need help on your board game?
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. An open-world social simulation of a whole human civilization on Mars. How do you deal with that?
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.
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.
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. Interacting with the wider world is entirely optional. Exceedingly difficult The team first built the game in Unity.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. I’m also very skeptical about the return on investment that game devs can expect from a typical con. They look for mechanics and general play-ability. Just here for Highway s & Byways updates?
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. The basic idea of the core engine is “what’s left when you strip a game of mechanics and obstacles. The game’s mechanics center around that. Just here for Highway s & Byways updates?
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. I’m just adding another mechanic and a tweaking a few rules. Major issues are ones that involve sweeping changes to the game such as new mechanics or sweeping rule changes. Click here.
You can make your game testable online by either creating a print-and-play game or a Tabletop Simulator demo. You can then advertise your print-and-play or Tabletop Simulator demo, offering prizes to people who submit their feedback. The post 6 Ways to Find Play-Testers for Your New Board Game appeared first on Brandon the Game Dev.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. That includes popular games, mechanics, and themes; well-known designers; and how to run a successful Kickstarter. Key Takeaways for Game Devs. Just here for Highways & Byways updates?
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. Titles like Match Factory , Triple Match 3D , and Tile Busters have successfully carved out space by introducing fresh mechanics to the puzzle category.
It involves creating mechanics that determine how players interact with the game. One of my games, Tasty Humans , on Tabletop Simulator. You’ll start out playing your game by yourself, simulating other players. The post A Crash Course in Board Game Development appeared first on Brandon the Game Dev.
Everything can be scrapped at a moment’s notice – mechanics, rules, art, and even basic core concepts. You come up with basic ideas, find physical pieces to represent those ideas, and come up with game mechanics. Then you regulate the expression of those mechanics through rules. Need help on your board game?
Game rules are how we regulate the mechanics of our games so that they are consistent with the messages we want to send to players. Short-term mechanic testing. Brandon: At the short-term mechanic testing stages, you’re really just using rules to help underlying mechanics manifest themselves! Private testing.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. That’s not necessarily good or bad, but it’s something game devs need to be wary of. The drafting mechanic allows for players to plan their road trips to a limited degree. Click here.
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. Although specialization is highly sought after, there remains a surprising amount of overlap in the features and mechanics used across these different genres.
By leveraging machine learning algorithms, developers can create more accurate simulations of real-world physics, weather patterns, and even crowd behavior. Chaumette and Pham discussed the potential for AI to revolutionize educational games and simulations, creating more realistic and engaging learning experiences for students.
Backpack Battles Backpack Battles decided to make inventory management the main game mechanic. Of Life and Land Build your own settlements in Of Life and Land and experience different maps, scenarios, and rich simulations. Turn-based mechanics and an RPG flavor round off the experience. Looting strategically is key.
This time, we’ll look at the top games that use storytelling as a core mechanic and show you that you don’t need sparkling design and intense gameplay to create a hit. Three Minute Games also included a time mechanic to make it feel even more realistic. Making choices can be the sole mechanic, and you still have a game.
Whether a designer starts with an idea that they want to see fully realized or a specs document that says “make this kind of game with these certain mechanics,” there will be an enormous amount of unavoidable trial-and-error. appeared first on Brandon the Game Dev. The post What is a Tabletop Game?
First here’s our yearly dev collage showing off in visual form some of the progress and work since our last review, version 2022! This year’s major release was of course Beta 11 “Mechanical Renaissance,” in the works for 17 (!) months, and a massive set of new toys, challenges , revamped mechanics , and more.
This is needed for some types of game mechanics such as: Projectiles (bullet hell for example). Cars/people in city simulators, where thousands appear all across the city. Sandbox style simulations. Still, sometimes, some games require larger amounts of instances but less complex behaviors instead.
Here’s an online tool you can use to simulate colorblindness. Brandon: In general, you want mechanics to de-emphasize fiddly actions as much as possible. The post How to Develop Visually and Physically Accessible Board Games appeared first on Brandon the Game Dev. Brandon: Colorblindness is the simplest thing to scan for.
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! With a knack for puzzle, arcade, and simulation games. By combining mechanics from both Blast and Match-3 and launching with a complete event cadence, it's clear this isn't just another Blast game.
Cosmetics have included multiple new collection mechanisms that grant rewards when acquiring enough of a specific type. There may be something true to those statements which, I guess, is the reason why now devs have allowed the Hero to move once per match. Source: data.ai
Hourly recording of dev work continues as usual, and the trajectory is similar to last year with more time put towards coding and work on the game itself as opposed to community-facing marketing-type stuff (an angle made easier by the lack of public releases, but we’ll get to that later :P). Development Time. Noticing a trend yet?
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! With a knack for puzzle, arcade, and simulation games. AppLovin is covering all bases in the metagame, using every existing restoration/makeover mechanic available.
Though it may not mean much to a beginner, open-source software is loved by software developers for its freedom, customizability, and for the committed devs who often provide their hard work for little or no cost. A quick search online can help you find hundreds of GDevelop tutorials on any topic or mechanic you want to learn about.
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! With a knack for puzzle, arcade, and simulation games. Finally, this reward mechanism subtly yet effectively onboards players, teaching them how power-ups work individually and in combination.
The Vietnamese developer WolfFun breathed new life into its top-down MOBA Heroes Strike by relaunching it with blockchain-based play-to-earn mechanics. As every day brings more news about massive fundraising rounds and eye-popping token valuations for blockchain games, it seems that crypto, NFTs, and play-to-earn are on every game dev's lips.
It is true that games speak to players through gameplay – the core engine, mechanics, and rules. Dylan: For example, the hipster customers in Seize the Bean have a simple, understandable mechanic that is directly tied to the theme and story: they make you raise your hype. Not allow you to, but make you. Art and storytelling.
Though it is easily overlooked, especially for newer devs focused more on the nitty-gritty of game development, the atmosphere is a crucial component for any successful release. Both are open-world action-adventure games with fantasy elements and similar mechanics. The best way to understand the atmosphere may be through an example.
I’ve split it into five sections for your convenience: How Ben, Sarah, and Will Got Started How Working in a Team Feels The Downsides of Teamwork Communication in a Team Advice for New Game Devs. This is unusual for most game devs, I think. Brandon: How I imagine teams as a solo dev. Advice for New Game Devs.
Let people play out the fantasy Simulation is key for a successful VR game. It’s clear that simulation, as both a genre and concept, is far more popular in VR than in Console and PC games. That’s interesting and new gameplay for Among Us” There were plenty more features and mechanics the team considered adding.
Perfect for pretending to have played Deathloop if you find yourself talking to a game dev. Not that you should ever talk to a game dev. This fighting game health mechanic is too fussy and unreliable for a busy shooter. I assume general game design knowledge but minimal Deathloop-specific knowledge. Limited regen (e.g.
Some roguelikes don’t go heavy on realism, in which case backtracking for this reason can be considered a non-issue and solely a decision to be made within the greater mechanical design, though this does mean progress ends up feeling gamier overall. More freedom for the player, less control for the dev. Design Control.
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