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

PreMortem.Games

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.

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How to Add Variable Player Powers to Your Board Game (Tasty Humans Pt. 3)

Brand Game Development

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. The Leader Tiles provided a lot of variety in the tactical decisions while trying to maximize your score. In Tasty Humans, you never simply play a single tile.

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Creating the Perfect Board Game Scoring System (Tasty Humans Pt. 2)

Brand Game Development

I decided that the basic gameplay was going to involve filling up a grid with tiles. What determines how well that player did given a grid is filled with different tiles? It was clear that it would have something to do with pattern-building and positioning tiles in specific arrangements. Scoring on a Full Stomach. So What Next?

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5 Games to Make You a Better Board Game Dev for $64.63

Brand Game Development

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. Carcassonne is a classic tile-laying game where you and your opponent take turns building the French countryside with cities, roads, cloisters, and fields.

Dev 130
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How to Create a Pattern Building Board Game (Tasty Humans Pt. 1)

Brand Game Development

This raised the very important question: when filling the stomach with tiles, what is the player’s goal? Instead of having the Tetris-like pieces stack rigidly and leave gaps, each tile of the shape would always collapse to the bottom. Thus, the objective shifted to involve forming certain patterns in that completed grid of tiles.

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4 Lessons from Azul for Aspiring Board Game Designers

Brand Game Development

In Azul , 2 to 4 players will collect tiles and tile their 5×5 grid in a way that allows them to get the most points. Players take turns drawing from factory tiles in the middle. After drawing tiles, you have to place all of them on your board. The way that you place tiles determines how many points you earn.

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Dev snapshot: Godot 4.0 beta 10

Mircosoft Game Dev

Beta 10 will be the last dev snapshot of the year 2022, as a lot of our contributors will no doubt be slowing down for the end of year celebrations and some quality family time. Thank you for being an integral part of the dev process with your rigorous testing and timely reports! This release is built from commit d0398f62f.

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