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Esteban Hernandez , the solo developer behind MKSM Design , has spent almost seven years bringing Creo God Simulator to life. How did you get the idea for Creo God Simulator? The toll on your mental health can be quite high for solo devs. Creo God Simulator is out now on Steam. How do you deal with that?
Normally our Beta 1 release notes summarize all the most exciting changes from the previous dev releases. Input Input saw a lot of incremental improvements and polish this dev cycle. dev cycle slightly too late to be included in 4.3. dev 1 ) and the MetalFX upscaler (mentioned above). down to 0.2 ( GH-97281 ).
After finishing IHAS, I will start to build a strong team to work on games that are beyond my scope a solo dev.” At first, I was planning to make a walking simulator-horror game. How did you get the idea for IHAS? But during development, it became a shooter.
dev 1 snapshot, but surely they couldnt follow that up with another flood of anticipated changes, right? The cover illustration is from Fortune Avenue , a capitalism simulator where you shrewdly extort and outmaneuver your friends in a chaotic, board-game environment. With the 4.4 development snapshots.
Many of you know that I’m in love with Tabletop Simulator as a testing tool. The 5 Benefits of Using Tabletop Simulator. I’d like to explain to you exactly how to create a demo of your board game on Tabletop Simulator, but first let’s discuss what I perceive as its five main benefits: 1.
The cover illustration is from Ballionaire , a roguelike pachinko simulator where the laws of physics bend to your will, developed by newobject and published by Raw Fury! Export: Disable Metal and Vulkan renderers in simulator builds. Remove simulator support from editor/exporter ( GH-102179 ).
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.
That might be casino games, mobile games, simulation, training work, user experience design, or something else entirely. I worked with former game devs doing work very similar to game dev at the time. I, like many, ended up working outside of traditional video game development for a brief period of time.
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.
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
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Once I have board art and Byway Card templates, I will spend an afternoon creating a pretty play-test version of Highways & Byways on Tabletop Simulator. Just here for Highway s & Byways updates?
Setup Tool for XR Simulator The Meta XR Simulator is the counterpart of the Godot XR Editor as it allows developers to test XR applications directly on their computer (Windows or macOS), removing the need to constantly put the headset on and off, thus leading to faster iteration. See the XR Simulator documentation for more information!
Yet, for indie dev Almar, it offered an escape from the corporate rat race he felt trapped in. An open-world social simulation of a whole human civilization on Mars. The toll on your mental health can be quite high for solo devs. For some, the idea of developing a game alone is daunting. How do you deal with that?
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.
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. 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?
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. A lot of people, left to their own devices will use the pernicious myth of “I need to play more games” to defend their game dev procrastination. If you’re an aspiring game dev, avoid snobbery.
Annual sports titles absolutely do not have the same scope as AAA games with multi-year dev cycles, but they do absolutely have significant breadth and depth of scope each year beyond "minor tweaks and roster changes". Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Many of you know that I am open and activate promoter of the Tabletop Simulator software available on the Steam store. Still, Tabletop Simulator is just one form of digital play testing for board 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. Interacting with the wider world is entirely optional. Exceedingly difficult The team first built the game in Unity.
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 That's the only way any of this can work sustainably. Join us on Discord ] and/or [ Support us on Patreon ] Got a burning question you want answered?
Even in walking simulators, there's still the active element of moving around the environment and examining each item. Consider a "walking simulator" like The Talos Principle. Another "walking simulator" is The Stanley Parable. The Talos Principle primarily interweaves the exploration and narrative elements with puzzle solving.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. and trying to get people to play with me on Tabletop Simulator. and trying to get people to play with me on Tabletop Simulator. Just here for Highway s & Byways updates? Need help on your board game?
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Don’t believe a dev who says “I’ve never wanted to flip the table because of some useless play-testing feedback.” Just here for Highway s & Byways updates? Click here.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Key Takeaways for Game Devs. The post How to Learn Complex Material Quickly appeared first on Brandon the Game Dev. Just here for Highways & Byways updates?
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.
A dev, Night by Night 00, shared his work on building warpable and wearable materials for games. Analysis The whole effect can be split into two parts, one for the simulation of the mesh and one for the rendering of the mesh. The developers love it, so we thought we’d share the insights this developer gave with our Western community.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. I recommend using online software such as Tabletop Simulator. It’s a tough call to make, but I hope this Dev Diary entry has got you asking the right questions. Key Takeaways for Game Devs.
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. Just here for Highway s & Byways updates? Click here. I think it was worth it, though.
Some random dev kit trivia: Dev kits can’t play retail games at all. Dev kits have much bigger system specs because we have to be able to run debug builds. Current gen dev kits require you to provide Sony/Microsoft with a whitelisted IP address. Dev kits have more features and better hardware.
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.
Physics simulation starts off simple when you have simple situations, but each additional factor creates additional layers of complexity that the simulation might not handle all that well. Creating a general equation to simulate this is not that difficult - it’s pretty basic physics. Let me try to give you an example of such.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. In order to play with us, you will need a Steam game called Tabletop Simulator. The post Everything You Need to Know About Highways & Byways So Far appeared first on Brandon the Game Dev.
What originally started out as a treehouse building simulator prototype, slowly evolved as the duo gradually added different mechanics. “It As the scope of the game evolved naturally over time, the dev duo assessed each feature addition to the game very carefully. “We And it resulted in The Enjenir.” Do we know how to implement it?
Harvest Island is a single-player farming simulator that allows players to farm, fish and pet all sorts of animals to their heart’s content. Something truly horrifying… Creator Kevin Le, working under the name of Yobob Games , carefully chose to combine a farming simulator with horror elements, after doing market research. .
Yandere Simulator did not spend as much time optimizing their NPCs, so their NPCs are more costly than the WatchDogs NPCs. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
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. Just here for Highway s & Byways updates? Click here. Highways & Byways is basically complete.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. We play-tested together through Tabletop Simulator and his feedback immediately set my agenda for fulfilling the game’s visual accessibility needs. Just here for Highways & Byways updates?
"Special unicorn" roles are generally similar in how difficult it is to find them combined with how useful they are to a dev team. While this list is by no means exhaustive, all three of these roles are in fields that are both difficult to master and extremely useful in most game dev teams. Good-looking VFX are needed in most games.
GUI: Add options to embolden and transform font outlines to simulate bold and italic typefaces ( GH-59013 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension, VisualScript). GUI: Rename Control's Rect properties to exclude rect_ part ( GH-57095 ).
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. For example, “the setup took a long time in Tabletop Simulator because of technical difficulties” does not tell me anything about the real tabletop game, which has tested consistently at 45-60 minutes.
Tabletop Simulator and Tabletopia will spike in popularity. Enter Tabletop Simulator (or Tabletopia). The post How Coronavirus Will Change Board Games (7 Guesses) appeared first on Brandon the Game Dev. It won’t always be Zoom calls! One of those technologies is video calling, or anything related to remote work.
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