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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?
This also meant we had less dev time to fix bugs or optimize performance. Without it, rendering the 800.000 tiles that compromise the game map became problematic, so the team had to spend a week on optimizing that. We discovered that in some cases, it took twice as long as normal to implement features.
Of all the mechanics in the board game world, variable player powers remain a fan favorite. Games with this mechanic range from Gloomhaven to Terraforming Mars to 7 Wonders. In my last Designer Diary for Tasty Humans , I talked about how I approached scoring based on the arrangement of tiles in each of the monster’s stomachs.
In this post, I want to dive a little deeper into the design decisions that I made with the mechanics of this “stomach puzzle,” and some of the interest that has stemmed from those decisions. How Pattern Building Arose from the Dropping Mechanic. One, how will I get that specific tile to fall into that space?
Once you craft the basic concepts of your game and find the right mechanics to express them , you have to set rules. In my first Designer Diary post for Tasty Humans , I talked about the mechanics of dropping shapes (which represent the titular “Tasty Humans”) in order to fill up the stomach of the each player’s monster. So What Next?
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! In such a highly competitive space, innovation is the key to creating new opportunities, and we've seen that with the rise of Physical Match and Tile Match games. With a knack for puzzles, arcades, and simulation games.
This communication happens on five levels: the core engine of the game, mechanics, rules, the internal narrative or “theme”, and the external narrative or “community and marketing.” The core engine is the bare minimum set of mechanics and concepts you need to have a functioning (but not necessarily fun) game.
This also meant we had less dev time to fix bugs or optimize performance. Without it, rendering the 800.000 tiles that compromise the game map became problematic, so the team had to spend a week on optimizing that. We discovered that in some cases, it took twice as long as normal to implement features.
In Tasty Humans , points are earned by monsters for eating people and arranging their body part tiles in certain ways in the monster’s stomach. There are limits to exactly how you can place tiles, and you don’t always get what you want. one place I’ve encouraged surprise is the facedown card mechanic.
You create an island of hexagonal tiles, each of which represents a different type of terrain. The least intuitive mechanic is probably the robber who steals resource cards from other players when you roll a 7, and to be honest, you remember it when the number is rolled simply because 7 does not appear anywhere on the board.
It’s a puzzle-solving, tile placement board game for 1-4 players where you play as a fantasy monster who’s hungry for villagers. To sell in this awfully noisy, competitive board gaming environment, you have to have mechanics and art that people really enjoy. On the note of mechanics, we were really lucky.
What strikes me about this game is not the gameplay mechanics themselves. This is in addition to your standard board game fare: cards, tiles, and so on. or Less appeared first on Brandon the Game Dev. No, what shocks me is that it’s only $19.99. Why is this shocking?
I’ve mentioned the AIDA model before in How to Get Big on Twitter as a Board Game Dev. A puzzle-solving, tile placement board game for 1-4 players.” Know how to describe mechanics that are in your game and see who it appeals to. Don’t broadcast. Narrowcast instead. Attention, Interest, Desire, and Action.
My husband is a bit more into game mechanics and the nitty gritty (can’t you tell I’m pleased I married a game developer? Preferred Game Mechanics : Very colorful, Incorporates a clicking noise, Tactile, but not needlessly fidgety (although a bit more fidgety than what I would like). From Board Game Geek. Phase 4: Production Phase.
That means card games, dice games, miniature games, and tile-based games also fall under the purview of what is frequently called “board games.” appeared first on Brandon the Game Dev. Yet you must understand that people often use the phrase “board games” to refer to a larger subset of games known more accurately as “tabletop games.”
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
I like it when games offer a visual cue as to probability (like Catan’s number tiles), and when arithmetic operations come with physical tokens that you can manipulate instead of doing straight up arithmetic. The post How to Develop Mentally and Emotionally Accessible Board Games appeared first on Brandon the Game Dev.
With various other developers, I’ve talked about all the different parts that go into making a board game: the core engine , the mechanics , rules , and storytelling / internal narrative. Drapple is an abstract, tile-laying gardening game. Except that’s not really all, is it? Got any war stories from your game projects?
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! While Match-3 remains the dominant force in this competition, we've seen other subgenres like Merge taking the second place, while others, like Tile Match, showed potential but ultimately fell short.
Previous versions of the engine provided users with a powerful, but obscured mechanism for preparing imported 3D assets. Probably the biggest improvement relying on that is the new Tiles editor, which has been reimagined based on your requests and reports. You can probably build half a game with tiles alone!
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.
You can see this reflected in the 9 and 10 scores of Board Game Geek, where people repeat some variation of “I really can’t explain it” and rattle off mechanics while trying to explain it. It has incredibly clever area control and hand management mechanics. That tells you all you need to know.
One of the main problems in Clash Mini is the strong similarity with Clash Royale , the other Supercell auto battler whose gameplay and unit mechanics are very similar. This is an existential threat to Clash Mini since the lack of innovation in-unit mechanics was among the top reasons why Rush Wars failed to captivate players.
Made in 1964, Acquire is an economic board game with mechanics that we recognize in modern games such as hand management and tile placement. The post The Top 10 Old Board Games (Before Catan) appeared first on Brandon the Game Dev. But relatively few thematic games had any real heft to them. You never know what you might find.
Tasty Humans is a 30-60 minute, tile-laying, pattern-building game for 1-4 players. Carcassonne is a tile-placement game in which the players draw and place a tile with a piece of southern French landscape on it. But every tile that you claim affects what your rivals can take next. Are you excited? Hobby Board Games.
Particularly when hard choices come from simple mechanics. I knew I needed a mechanic that gave players a choice of one adventurer from several options. When selecting a game mechanic, it is the most familiar solution. This was a warning that I might be taking the path of least resistance when picking a mechanic.
In each of the design diaries that I have written so far, I have focused on a specific game mechanic or isolated portion of the game. There is also an escalation in strategy as the players fill up their boards by acquiring more and more Leader tiles. They have just a single Leader tile and their monster’s unique “personal craving.”
A broughlike is a variation on a roguelike named after designer Michael Brough , who has spoken before on his design patterns like square tiles, orthogonal movement, turn parity, glitching, limited info, simple maze designs, minimal resources. L loss or often worse, since cops can exploit the same chain reaction mechanic as the player.
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