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
Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the fourth of a 19-part suite on board game design and development. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. This suite is based on the Five Levels of Communication through Game Development , my own personal board game development philosophy.
Godot 3.0's development officially entered the beta stage last week, which coincides for us with what we name the feature freeze : from now on, no new features will be merged in the master branch, as the focus will be fully on fixing existing issues to stabilize the current feature set. Don't worry though, Godot 3.1 will arrive soon after the 3.0 release to bring all the nice features that contributors are already working on.
I was too nervous to read Heat Signature reviews for two weeks after launch. I was relieved to see the scores were great, and after 3.5 years of work, that was all I wanted to hear: I didn’t want to know what their caveats were. Once I calmed down and read them, though, I was delighted: they were not only very positive, but they told entertaining stories and made intelligent points.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Just here for Highway s & Byways updates? Click here. Last week, I talked about how time-consuming and difficult it can be to get a board game working. It takes a long, long time for a board game to be fun. Fast forward to the future, though, and let’s say your game has been working for a while.
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. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. This suite is based on the Five Levels of Communication through Game Development , my own personal board game development philosophy.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Just here for Highway s & Byways updates? Click here. This week, I talked about How to Play-Test the Core Engine of Your Board Game. This is the process by which you confirm that the game you ultimately want to make is possible.
Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the second of a 19-part suite on board game design and development. I am going to teach you my own methods every week for the next four to five months. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Just here for Highway s & Byways updates? Click here. This week, I posted the first article in my 19-part suite on game design. It’s called How to Design the Core Engine of Your Board Game. The basic idea of the core engine is “what’s left when you strip a game of mechanics and obstacles.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Just here for Highway s & Byways updates? Click here. This week, I posted the first article in my 19-part suite on game design. It’s called How to Design the Core Engine of Your Board Game. The basic idea of the core engine is “what’s left when you strip a game of mechanics and obstacles.
Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the first of a 19-part suite on board game design and development. I am going to teach you my own methods every week for the next four to five months. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.
Right on time before Beta Freeze, our superstar contributor Pedro Estebanez completed Onion Skinning support! This implementation is really good, and allows visualizing future and past frames. This helps animators have a much greater deal of control on repositioning objects on every frame. More can be read about this work in Pedro's Blog.
Right after our announcement that we want to hire a second contributor part-time, our Patreon campaign got a huge boost beyond that goal and towards the next. It was in fact due to arrival of our first Platinum sponsor, Enjin Coin , bringing us an additional USD 1,500 of funding every month! On top of this sponsorship, they announced their support of our project and intent to develop a Godot module to make their open source framework available for Godot developers.
Since Godot 2.1 , we have support for translating the Godot editor, and recent stable releases have almost complete translations in Spanish, German, French, Russian, Chinese Simplified, Korean and many others! As we are nearing the 3.0 release, it's the right time to contribute to the localisation effort and make sure that your native language has an accurate and complete translation upon release.
Edit: When this post was written we were slightly below our second goal of $4,500 - thanks to a soon-to-be-announced Platinum sponsor, we already reached this second goal and are well on our way to the third one! More infos on our plans for this third goal soon. Godot and Patreon so far. Our Patreon campaign for the initial goal (hiring me full-time!
We will be at the Capitole du Libre this week-end with Julian Murgia and Gilles Roudière. It's one of the largest French events dedicated to Free Software, and it's taking place in Toulouse. We will have a stand during the two days where you can chat with us about Godot, play games and buy gorgeous Godot T-Shirts. We will host a Godot 3 game creation workshop on Sunday 19/11 starting at 10:30, based on KidsCanCode's intro to Godot tutorial.
With Alpha 2 now out and C# rightfully stealing the spotlight for this release, there is another long awaited new feature that has been added to Godot: VR support. We're also making good progress on the AR front, however it is unlikely for AR to be added to the official 3.0 release at this time. Time for a proper introduction into how you can get into this, what is currently finished and what is on the horizon.
Hero Wanted! Godot 3.0 is in its final march towards a stable release, hopefully before year's end. The first beta will be released shortly and then release candidates and stable. There are, however, many issues open in the tracker and the idea is to fix as many as possible before 3.0 is out. We are working hard to get everything fixed, but extra hands are always very welcome.
Update: Due to several circumstances (such as a shift of focus from upstream Bullet developers away from game development), Godot 4.0 is going back to its in-house physics engine for 3D (GodotPhysics). Bullet is no longer available in Godot 4.0, but it (or other physics engines like Jolt ) may be implemented as an add-on using GDExtension. Godot's physics engine.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Just here for Highway s & Byways updates? Click here. This week, in the spirit of Halloween, I wrote Performing a Board Game Autopsy: Learning from Your Mistakes. The analogy is morbid, but the concept is simple. If you spend time analyzing your failures, you can pick out specific things that you can do better next time.
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