This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
Eugene, the solo developer behind Voidmaw , has spent three years crafting Katanaut , a fast-paced action-roguelite where players embody a katana-wielding astronaut fighting to escape a collapsing space station. As a one-person team, he embraces both the creative freedom and the intense challenges that come with solo development.
years of development. Complex feature The core concept of worlds within worlds was the first feature prototyped for Cocoon, undergoing substantial improvement and iteration. Cocoon’s development journey spanned a challenging 6.5 This prototype had many worlds, and a lot of the focus was on jumping between them.
German indie developer Vivid Storm Interactive is a three person team that started when they launched a Kickstarter campaign for Ascent of Ashes in 2021. Studio owner and Lead Developer Max Hermann originally developed the idea for the game in the time when he was still a computer science student and active in the RimWorld modding scene.
In this guest blog, the Rubber Duck Games team breaks down the journey to developing a boss fight for Evil Wizard – from design and prototyping to animation, testing, balancing, and finalizing the visual effects.
German indie developer Vivid Storm Interactive is a three person team that started when they launched a Kickstarter campaign for Ascent of Ashes in 2021. Studio owner and Lead Developer Max Hermann originally developed the idea for the game in the time when he was still a computer science student and active in the RimWorld modding scene.
Now, she’s navigating the world of game development, where each day brings new challenges and exciting discoveries. Let’s take a trip back memory lane and find out when the seed of game development was planted and how each part of Kamo’s past adds up. Why did they always have to be about fighting?”
Of course there already exists a way to fight against your friend in a local setting but for a long time a goal of ours has been implementing online multiplayer to the game. Thanks to the hard work of our developers we have now released a new branch of Overgrowth on Steam that allows you to play the game with other people online!
Oscar Salandin , known as Peculiar Pixels, received a major validation for his debut game, BOTSU Ridiculous Robots , by being named the Overall Winner at the Develop Indie Showcase Awards 2024. The English solo developer began his journey right after the Pandemic. Why did you become a solo developer? “I
years of development. Complex feature The core concept of worlds within worlds was the first feature prototyped for Cocoon, undergoing substantial improvement and iteration. Cocoon’s development journey spanned a challenging 6.5 This prototype had many worlds, and a lot of the focus was on jumping between them.
As we were prototyping there was still a feeling the game needed more action. We never want the player to feel too powerful, playing more of an underdog role, thus our heroes fight back and repel the pirates with water based weaponry and equipment normally used for farming irrigation. But that’s not all.
Former Street Fighter designer / Evolution staff member / writer of competitive gaming guide is working on a new fighting game focusing on easy execution, great online play, and will be free to play." It's clear that we're cut from the same cloth and have similar experiences with competitive fighting games. Did you hear the news?
As such, board game developers often find their own interest in conventions piqued. Join my community of over 2,000 game developers, artists, and passionate creators. I’m a solo game designer/developer of strategy games on both analog and digital platforms! Editor Note: Protospiels are really good for prototyping.
For some, the idea of developing a game alone is daunting. After a five-year hiatus from game development, he returned as a solo developer to create his debut game Repunk. After a five-year hiatus from game development, he returned as a solo developer to create his debut game Repunk.
With graphics that wouldn’t look out of place in a Dreamworks animated movie and sword fighting action that would make Zorro blush. The developers of Fireplace Games made an early prototype of the game while still in school, but are now well on their way to release it as a full-fledged game.
If you want to know more about the art, craft and science of game development, subscribe here. Years ago, at the annual Penny Arcade Expo games convention, I was showing off an advanced prototype of Vlambeer’s Ridiculous Fishing. The newsletter is free but you can support the existence of LTPF with a small subscription fee.
The brutal and bloody combat game from Slovenian developer Triternion has already been very successful for the last 4 years on PC. To make everything working smoothly during the massive online battles requires some very specific skills from the developers. It was this idea that pushed everything else.
Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the third of a 19-part suite on board game design and development. Join my community of over 2,000 game developers, artists, and passionate creators. Need help on your board game?
Random Encounters that are Encounters (not just fights). I’m taking a page from games like Fallout 1 and 2 or Arcanum here, where an encounter means “you encounter something” It’s often a fight, but it’s also often that you find some NPCs, a wandering shopkeeper, or even a secret town or dungeon.
It's a fighting game featuring the same characters as my Yomi card game and it's unusually easy to play. Even in its early prototype state, it was. Future Development We've kept the game under wraps for a long time, but as of today it's fine to post pictures, vids, streams, etc of the game. And that's just the start.
Welcome to a Godot showcase developer interview! This week, we interviewed Ben Kurtin about his experience developing and releasing a VR recreation of the hit rhythm game Friday Night Funkin'. In fact, I know a few professional software developers who have been using Godot for their game projects for the same reason: it's easy!
Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the seventh of a 19-part suite on board game design and development. Join my community of over 2,000 game developers, artists, and passionate creators. Need help on your board game?
Virtual Reality’s Second Surge As the first decade of commercial virtual reality (VR) draws to a close, we caught up with seasoned game developer, Alex Silkin , to discuss the twists, turns, and future of the VR and augmented reality (AR) industry. “Not just in terms of cost, but also in terms of design.
A decade of development into a huge project is almost unavoidably going to accumulate some amount of cruft. Before doing a full item-by-item review, I started with two special categories of unique build-defining items: aliens artifacts and Exiles prototypes. Exiles Prototypes. ASCII art for Exiles prototypes.
I've worked in games for a while now, building upon general software development experience from electronics and RF equipment. It is developed by Autodesk as a proprietary format and thus not a great philosophical match for Godot, but given its widespread use, we want to support it nevertheless. Research & development.
Even in our prototype it will already be useful to make sure the heroes populate on the board in a consistent pattern. On the other hand if there are less “Hero Positions” than there are Heroes, then you just fight with a subset of your total hero party. Get(this); } set { IPartyOrderSystem.Resolve().Set(this,
Therefore, I have decided to implement this prototype using the Prefab approach. Or I supposed you could run away… * Click “Fight” to start a combat encounter. Click “Run Away” to skip the fight and demo branching options. It has everything we did in the previous lesson ready to go.
Working on films such as "Battle Beyond the Stars" (1980) as well as "Piranha" (1978) helped develop Cameron's critical understanding of art direction and special effects practices. Cameron's early work suggests the tension in which he was developing his creative and technical approach, but what comes next is the most interesting part!
But with an increasing number of hypercasual games fighting for the same audience with often very similar visuals, gameplay goals and marketing tactics, IPMs are bound to suffer and therefore indicating market saturation. Most definitely, this will mean decreasing returns per hypercasual developer. And achieving brilliance takes time.
I've created an online prototype for playtesting that has seen almost 2000 games completed with at least a dozen players clocking in at over 100 games apiece. The choice of where to play early tiles can play a crucial role in how a city develops into the mid and late game.
And every enemy you down makes an exponentially more threatening reply from the warring factions, who might take a small break from their own fights to hunt you down.” Players take on the role of scavengers, or scavs, that have no allegiance to the fighting factions. They’re a mere mouse in a maze, scrounging for scraps.
Join my community of over 2,000 game developers, artists, and passionate creators. By being so demanding of ourselves, we have innovated services and developed software that has become the benchmark of the industry. We’re not afraid to invest money in developing proprietary software, in training our shipping specialists.
Unity versus Unreal – this seems to be an ever-lasting battle in the game development world. The game development industry is booming, and it’s impossible not to notice how quickly it’s expanding. The immersive worlds game developers craft will get players hooked and keep them coming back for more. What is Unreal?
Matches happen in a map shaped like a rounded island , where the player is supposed to move to the sides collecting resources to build their teams and fight opponents, and progressively move to the inner circles as the match progresses. What it does is summon friendly units that are the ones fighting.
Today I'm reinstalling my development computer, so I can't do much programming. Compiling Godot takes increasingly more time, so I guess a new setup is one more way to accelerate Godot development. and nowadays I enjoy developing Godot more than anything else. Developing games is difficult. Motivation.
Our approved prototype has one player completing one quest in an environment where there are a few enemies and a handful of different guns and gear. Lets say it takes ten developers total to construct one environment How long will it take for this team to complete one entire environment? Lets try a breakdown as an example of this.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content