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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.
I just assumed game development involved writing code all day.” I never enjoyed programming very much and just assumed game development involved writing code all day. Thinking about those ideas and how I could come up with my own spin or tell my own story with similar mechanics. I believe in keeping a good work life balance.
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! When Ahmetcan isn’t busy crafting and designing killer features, you’ll find him exploring Berlin's vibrant tech scene or writing for Deconstructor of Fun in one of the hipster cafes of the city.
Google “list of board game mechanics.” Write the first draft of your rules. Write down what works and what doesn’t. Write a 100-150 word story for your game. Write down anything you find that doesn’t reinforce the story you want to tell. Write down what works and what doesn’t. Play alone, as all players.
What started as a simple concept quickly turned into a game that challenges players with a mix of strategic depth and risk-reward mechanics. I used ChatGPT heavily while writing the backend Amazon service that handles the daily challenge.” Solo devs have to be generalists, and that’s not for everyone”.
Yet, for indie dev Almar, it offered an escape from the corporate rat race he felt trapped in. Then I write down everything I consider relevant into spreadsheets to compare them all. I do sometimes have ‘flashes’ -or dreams- of cool ideas like a gameplay mechanic, other times a whole story or environment.
Experiment with a theme or mechanics you’ve never used. Try reading some articles on Meeple Like Us – they’re very informative and Dr. Michael Heron writes what could very easily be a dry academic subject with compelling intelligence and humor. Let’s say you’ve made light games. . Happy New Year!
Currently, our system is designed to address highly repetitive and mechanical content production problems, such as matching lip movements. Impressive numbers To give an indication of how much time a dev team saves on the creation of NPCs, Dao Si shows some impressive numbers. It even helps writing the lines.
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.
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. This is never a good thing.”
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. In fact, at the moment I’m writing this article, it’s the third most popular website in the world, bested only by Google and YouTube.
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. This guide comes in four parts: What are some guidelines for writing good rules? What are some guidelines for writing good rules? Brandon: What are some guidelines for writing good rules?
Why writing rules is different than other kinds of writing How to structure a rule book Making rule books clear and concise Your player’s first experience and your rule book Dealing with rule book skimmers Parting advice. Brandon: Both in consulting and in creating books, you’ve done quite a bit of writing.
Cogmind generally has fewer such direct escape options, but teleport mechanics are out there, if an advanced tech not usually available until the late game. How about we add one, maybe using this new type of charging mechanism (described towards the end). Controlled Teleporting?
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Where does art for art’s sake come into the business savvy game dev’s process? That is the basis from which the mechanics of the game are born. Just here for Highways & Byways updates?
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Once the core engine and mechanics are in place, board games can be dragged down by easy-to-fix but hard-to-identify issues. 3) Write down everything your play-testers say even if you disagree. Click here.
As I said last week , “rules regulate the way mechanics are implemented. A mechanic is the concept behind the game and the rule is the way that it’s handled to ensure balance.” Be direct when writing rules. Rules are how we implement game mechanics. Use Present Tense, Active Voice, Second Person.
Although I keep an eye on general short-term trends in dev work throughout the weeks and months, the biggest revelations often don’t come until year’s end when viewed in aggregate, and in the context of previous years, once everything is integrated into the many graphs I use to monitor long-term progress/work. Including art!
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Themes create this story that make it easier for players to understand and interact with dry mechanics. Just here for Highways & Byways updates? Re-theming is totally fine by me.
” Created traffic mechanic. 3: Nixed the traffic mechanic. Implemented construction mechanic. 4: Reduced board crowding and fiddliness of construction mechanic. The post The Art of the Play Test: Designing Tests and Keeping Records appeared first on Brandon the Game Dev. 5: Added Vehicle Cards.
Last month, game industry documentary makers 2 Player Productions debuted a massive 32-part YouTube game dev doc series Double Fine PsychOdyssey , chronicling the development of Psychonauts 2 from its earliest glimmers of pre-production in 2015 to its final release in 2021.
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! When Ahmetcan isnt busy crafting and designing killer features, youll find him exploring Berlin's vibrant tech scene or writing for Deconstructor of Fun in one of the hipster cafes of the city. Succeed in the market.
You can’t protect mechanics, but you can definitely protect your brand name, lore, art, and other assets. You need to know how to write a contract. I won’t tell you exactly how to write a contract since that varies on where you live, what you’re doing, how many people are involved, and how much money is involved.
It is true that games speak to players through gameplay – the core engine, mechanics, and rules. Dylan: This was our challenge in trying to flesh out appropriate mechanics for Seize the Bean’s wild and almost untame-able theme. I don’t ever want to proclaim this is more important than mechanics; it certainly is not.
Staying motivated isn’t hard at all for the solo dev. “It Write the idea down in as much detail as is feasible – what it looks or smells like, how it should seem or feel, what effects it should have on the viewer, or on the code. It took him 4 years to create his game and in that time he learned some valuable lessons. “If
Product-market fit takes into account your game’s mechanics and play experience, its art, its price, its components, and a whole host of different factors that gamers look for – consciously or unconsciously – before they buy. It happened to me with a game called Highways & Byways , which I write about in detail here.
As I write this article, I’m going to assume this is your first board game, that neither your team members nor your publishing company are entered into the database, and that you have a Board Game Geek account. Use other listings as reference material when writing your description. No free text. No free text.
Players were just getting used to the interface and mechanic and default responses threw people off sometimes. There used to be posts here - “excerpts” from a novel you have not been writing. And better yet, write more of those? Those were part of a daily writing exercise I used to do in the mornings.
In the meantime, clarify fuzzy parts where necessary, write down their feedback, and keep playing. The post How to Identify & Fix Problems with Your Board Game appeared first on Brandon the Game Dev. Other people will play your game for the first time. They won’t understand the rules. Fix each problem one at a time.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Make sure your new audience and your new intentions are written everywhere you can write it and spoken about everywhere you can talk about it. Just here for Highway s & Byways updates? Click here.
After a year of documenting the Highways & Byways development process through the Dev Diary, this is not the post I wanted to write. I would have much preferred to write a post about how Highways & Byways funded on day 1. Writing this post was like performing an exorcism. Kickstarter is a big, beautiful data set.
It’s only after starting and successfully running a marketing agency and having two successful Kickstarter campaigns that I feel like I understand it well enough to write about it. I’ve mentioned the AIDA model before in How to Get Big on Twitter as a Board Game Dev. For that reason, this is going to be a long post.
In this article, I’m not going to write about how to specifically word a pitch. ” I write about this in length in People are Weird, Markets are Weirder…Especially with Board Games. ” They pick themes they already like with mechanics they already like at price points at which they’ve previously purchased.
Video production is extremely time-consuming - at the very least you will need to record the needed footage, write and record the commentary, add any needed visual bits (e.g. There's a lot to be gained from doing personal game dev work and posting it publicly, but you don't need to go all or nothing. That's basically the rundown.
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! When Ahmetcan isn’t busy crafting and designing killer features, you’ll find him exploring Berlin's vibrant tech scene or writing for Deconstructor of Fun in one of the hipster cafes of the city.
one place I’ve encouraged surprise is the facedown card mechanic. Don’t just playtest it and refine the mechanics. If you can give your game a story, you build a whole world of context that draws patterns in the mechanics and the theme. In War Co. , Make it feel unique. This is the art for Spectrum in War Co.,
Write down everything they say and keep a good attitude even if you disagree. The post 6 Ways to Find Play-Testers for Your New Board Game appeared first on Brandon the Game Dev. Because play-testing is hard, respect your play-testers time and opinions. Don’t argue, just listen. Remember: they’re doing you a huge favor!
Players were just getting used to the interface and mechanic and default responses threw people off sometimes. There used to be posts here - "excerpts" from a novel you have not been writing. And better yet, write more of those? Those were part of a daily writing exercise I used to do in the mornings. I loved those!
I know I’m wanting to play a game just writing about it! Preferred Game Mechanics. In my blog post Growing Up with Board Games: The Power of Nostalgia , I discovered that there were 4 main game mechanic themes tying my favorite childhood games that have also impacted my favorite games as an adult. But be careful!
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. Playing around in the game engine can lead to discovering a mechanic that inspires a game/story. Until next time, happy dev'ing!
Remember the parent refer to window in your Cocos game page. By the way, you also need to make sure the callback is attached to the click callback of the target element you want to trigger.
Publishers have all sorts of vetting mechanisms in place that keep you from going to market with a bad game. That may sound icky, but don’t simply write off the traditional publishing route. appeared first on Brandon the Game Dev. Bringing it All Together.
Good games have clever themes and mechanics. At the time that I am writing this, the campaigns I’ve seen succeed the most are expensive games or light games that are at or under $25. Because Kickstarter is so crowded these days, you need to catch each backer’s attention in a few seconds.
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