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Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Just here for Highways & Byways updates? Click here – it will take you right to the updates at the bottom of the page. Last week in the Dev Diary, I talked about how board game development is a long, ongoing process with a lot of different stages.
Edit 2017-08-25: Here's finally the release candidate build. WinRT templates are still missing, but they're not blocking for the release given that they are experimental. Download the RC build. Check the detailed changelog since 2.1.3. Check the changelog diff since the 2017-07-31 build. Report regressions on GitHub so that they can be fixed before the stable release.
Introducing Gem : We’re super excited about participating in the launch of GEM, an awesome new game writing software suite powered by Celtx. Check out the video and sign up for a free webinar tomorrow here: [link] We’ll be giving away a few free copies of “Slay the Dragon! Writing Great Video Games,” so sign up today!
Today, I’d like to challenge one of the most fundamental assumptions of this blog: that self-publishing your board game is the best way to go. While I certainly like the self-publishing route and found it empowering, just as many people might find it to be disempowering drudgery. There is no single right decision when it comes to self-publishing or not.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Just here for Highways & Byways updates? Click here – it will take you right to the updates at the bottom of the page. Everything snapped into focus this week. Highways & Byways now has an artist. His name is James Masino.
It’s no secret that one of the most critical parts of making a board game that will sell is making it gorgeous. Box art alone has the ability to multiply sales of an otherwise unassuming board game. Finding an artist is something that many first-time board game designers find very difficult to do. Finding and taking care of an artist involves multiple expensive business transactions and a product whose quality can never be anything but subjective, so it’s very sensible to be worried.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Just here for Highways & Byways updates? Click here – it will take you right to the updates at the bottom of the page. I’m juggling quite a few responsibilities with Highways & Byways at the moment, most of which are not particularly rife for diary articles.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Just here for Highways & Byways updates? Click here – it will take you right to the updates at the bottom of the page. I’m juggling quite a few responsibilities with Highways & Byways at the moment, most of which are not particularly rife for diary articles.
You probably won’t find your passion. I know what I just said is contrary to the milk-and-honey clickbait diet of Lifehack, Buzzfeed, and HuffPo articles that would say otherwise. I know this differs from the cheap, feel-good millennial-baiting garbage we’ve become accustomed to. I know that bolded text probably lands with the subtlety of a bag of bricks thrown down a flight of stairs.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Just here for Highways & Byways updates? Click here – it will take you right to the updates at the bottom of the page. Highways & Byways has just been upgraded from “State Route 11” to “Highway 1” Highway 1 is actually version 12, but there is a logical reason behind my bizarre, thematic numbering scheme.
Prior to becoming a game developer, I was an art thief. When I wasn’t doing downward dog yoga poses to circumvent laser beams, I often found myself getting into Reservoir Dogs style standoffs. I pawned off all my art under a fake name at several pawn shops in a different state each time. I used the funds to pay James Masino to draw the art for War Co. so I could finally make money in a more respectable way.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Just here for Highways & Byways updates? Click here – it will take you right to the updates at the bottom of the page. Great art is one of the most critical parts of a board game. As game developers, we have only a handful of tools at our disposal to help teach players what a game is about and how to play it.
We’re in the last few hours of Make 2D Games with Godot on Kickstarter. It’s been a resounding success. It came out a lot better than our most optimistic guesses, with more than 4 times the initial goal. And it’s not done just yet! There’s a few hours left. There are 2 sides to the project: on the one hand, the backers get a premium course. On the other hand, the campaign also funds a lot of free content.
It's been a while since the last progress report, and there have been lots of changes in the development branch that you might not have heard of yet. Usually we let our lead developer Juan (reduz) do progress reports on his impressive work on rendering features, but since he was in holidays for more than a month, we'll showcase the work of some key contributors this time.
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