January, 2018

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Why and How to Get Featured on Board Game Blogs and Podcasts

Brand Game Development

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 reaching out to board game reviewers. There are tons of reasons to get your board game reviewed, but they mostly coalesce into these two categories: proving you’re good and getting seen.

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? Game Dev Tycoon is available on Google Play right NOW! ?

Greenheart Games

Game Dev Tycoon is now available on Google Play. If you have been waiting for the Android version you can finally get your hands on it here. Enjoy. The post ? Game Dev Tycoon is available on Google Play right NOW! ? appeared first on Greenheart Games.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

After more than 18 months of development, all Godot Engine contributors are proud to present our biggest release so far, Godot 3.0! It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 support, Bullet as the 3D physics engine, and many other features which are described in depth below.

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Statistics Question

Grumpy Gamer

I took a statistics class in college, but I didn't pay much attention due to never seeing a need for the knowledge. Much of my education is like this: "Why the hell would I ever need this", only to find out years later that I desperately needed it (yeah, I'm talking to you, high school algebra). Thimbleweed Park is out on seven different digital stores and each of them has a completely different way of reporting sales.

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Object Placement on Terrain (Mesh)

Mnenad

Before we start. This chapter is all about how I solved it (so far) to be able to place all kinds of assets like 3D-meshes or self-growing fractal seeds on the terrain. I have to admit that this gave me a lot of headaches especially when it came to performance issues. Keep in mind that we create new chunks every time the player comes near the border of the chunk she/he is currently walking on.

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Plans for Frankie in 2018.

Rindoku

Happy new year! Time flies when you’re having fun and 2017 totally flew by. I haven’t done a great job at updating this blog but this all changes TODAY. You know, in the spirit of all good new year’s resomolutions. First things first. What the hell have we been up? Well, since I haven’t posted in a while and I don’t want to make this a behemoth of a post, I’m going to conveniently itemize the most important points.

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How to Develop Inclusive Board Games

Brand Game Development

Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the twelfth 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. Accessibility is a big issue in board gaming.

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Dev snapshot: Godot 3.0 RC 3

Mircosoft Game Dev

Here's another Release Candidate (RC) build on the way to 3.0 stable, fixing most of the remaining blocking bugs from RC 2. This RC 3 build corresponds to commit d50c0ef for the classical build, and commit 59e83af for the Mono build. The classical build is thus already a couple days old, due to the system we currently use to produce binaries being particularly slow lately (this will be worked on after 3.0 to improve the release workflow).

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Thimbleweed Park sales by store

Grumpy Gamer

Here is a breakdown of Thimbleweed Park sales by store for 2017. This is based on dollars, not units, so mobile numbers will be smaller due to price. You can see how strong Switch is given it only had a few months of sales. The iOS and Mac App Store numbers are combined due to Apple lumping them together for payments. 75% of the money from Apple comes from iOS.

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How to Get Your Board Game Reviewed

Brand Game Development

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. The board game review process is one of the most important parts of game development. This is true whether you launch on Kickstarter or whether you launch by more traditional means.

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How to Develop Mentally and Emotionally Accessible Board Games

Brand Game Development

Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the eleventh 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. Accessibility is a big issue in board gaming.

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5 Massive Mental Shifts I Made While Breaking into the Board Game Industry

Brand Game Development

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. Entrepreneurship is hard. One of the hardest parts of entrepreneurship is knowing when to change your mindset. We all go into our day-to-day endeavors saddled with a set of assumptions on how life works.

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How to Develop Visually and Physically Accessible Board Games

Brand Game Development

Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the tenth 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. Accessibility is a big issue in board gaming.

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How Board Game Fulfillment Works at Fulfillrite

Brand Game Development

Fulfillment is one of the most intricate and complex parts of the board game business. In fact, I’ve written about a few times: a crash course on the concepts , how to prepare for the costs , and a personal story of how hard it was to fulfill War Co. on my own. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.

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Bringing it Together – The Board Game as a Project

Brand Game Development

Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the ninth 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.

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GLES2 and GDNative, progress report #1

Mircosoft Game Dev

Introduction. Thanks to our very supporting patrons I have the opportunity to work part-time on Godot! My work will be mostly about implementing an OpenGL ES 2.0 compatible rendering backend for Godot 3.1, as well as maintaining the GDNative system and bindings. The first month I spent on getting started and familiar with the rendering in Godot. Since I want to be able to help out with more rendering related tasks in the future, in places where existing code could be re-used, I am rewriting thos

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Dev snapshot: Godot 3.0 RC 2

Mircosoft Game Dev

The final release of Godot 3.0 is getting closer and closer! We had a first Release Candidate (RC) last week , quite stable already but with some remaining blockers and late regressions. After a week of bugfixing with a tight control of what gets merged and what must wait for the 3.1 development cycle, we should now have a pretty good RC 2. This RC 2 build corresponds to commit fe2932a9 from almost two days ago already, and some more fixes have been made since then.

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Friday Questions #3

Grumpy Gamer

Yay, it's time for the answers to last Friday's Questions. I'm posting them a little early because I'm going skiing tomorrow. Yay! Skiing! Let's get moving before global warming melts all the snow. Romulus: What your programming environment looks like? Headphones and music while doing? How you divide your time between making games and living "real life" ?

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Dev snapshot: Godot 3.0 RC 1

Mircosoft Game Dev

So Godot 3.0 won't be a 2017 release as we had hoped during the last semester, but we are pretty confident that you will get it in January 2018 to properly kickstart this new year! We fixed hundreds of bugs and declared the release freeze , which means that many non critical bugs and enhancements have been moved to the 3.1 milestone, allowing us to tend faster towards the final 3.0 release by focusing on the big issues.

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GodotCon 2018: Venue and Call for Proposals

Mircosoft Game Dev

Last month we announced the date of our big community event in Europe, GodotCon 2018, which will take place in Brussels on 5 & 6 February 2018 , right after the FOSDEM (where we will also have a stand and give a presentation of Godot 3 ). The venue. At that time we hadn't found a venue yet, as we were unsure about our numbers. We can now announce that GodotCon will be generously hosted by Ludus Académie , a game development school from Brussels, located at Quai du Commerce/Handelskaai, 48.

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MISSING

Grumpy Gamer

Nothing more disappointing than rushing to Steam to purchase a game and be greeted with this. And no, I'm not going to install a VM to play games that are Windows only. I just won't be able to play them. ?

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Game Informer 2017 Adventure Game Of The Year Awards

Grumpy Gamer

I knew a lot of people would hate the ending, but a lot of people love it as well. I don't find things everyone loves very interesting. They tend to be boring and not tell me much. The ending of Thimbleweed Park doesn't come out of nowhere. It's kind of the whole point of the game (and before the game). It only bugs me when people call the ending lazy.

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Next Patreon goal: Help us hire Rémi Verschelde (Akien) full time!

Mircosoft Game Dev

Godot on Patreon. We have been on Patreon since August 2017 and the net result has been overwhelmingly positive, with us reaching our first goal in less than a month and reaching today a generous $6000 of monthly donations! If you haven't become our patron yet, please consider it ! As you will see in this post, it really makes a difference. If you prefer other donation means, we will hopefully be able to provide alternative platforms soon.

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Escape the room in a box

Grumpy Gamer

I've never played a real-world escape the room game. I still haven't, but last night we played an escape the room in a box game. It was fun, but also a little odd. I'm not sure how the real-world ones work, but this in-a-box one feels like a poorly designed adventure game. That's not a bad thing, it's a different type of game under very different constraints, so I give it a big pass.

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A look at the GDNative architecture

Mircosoft Game Dev

The GDNative architecture changed a lot since the very first version of the then-called "DLScript" With the release of Godot 3.0 approaching and the API getting more and more stable it is a good time to give an overview of what GDNative actually looks like now. GDNativeLibrary. A GDNativeLibrary is a resource type that abstracts over the actual binary files needed for each platform.

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Waldschattenspiel

Grumpy Gamer

Waldschattenspiel is one of the best board games I've ever played. The gist of the game is you place wooden trees on the board, then one player hunts the other players (dwarves) using a tea candle. The candle cast light that creates deep shadows behind the trees, which is where the other players hide. It's surprisingly effective, spooky and even (actually) scary.

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2018 Goals

Grumpy Gamer

As a little kid growing up in the 1970s, 2018 seems like an unimaginable future. Moon bases and rocket ships. It didn't quite turn out the way 8-year-old Ronnie imagined. Some ways better. Some ways worse. I'm not sure my life turned out the way I imagined. Some ways better some. Some ways worse. 2017 was the year Thimbleweed Park came out. It was also the year a dipshit narcissistic a **e became president.

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Roll for the Galaxy

Grumpy Gamer

A review I read before buying Roll for the Galaxy said it was much simpler than Race for the Galaxy. That's not true at all, but I do think the dice and other elements make it a better game than Race for the Galaxy.

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A better Steam

Grumpy Gamer

I was in the middle of writing a post about how to start a better online game store than Steam when Lars Doucet posted his , which is a much much better than mine was going to be, so I deleted it. There was also about an hour of pouting, but that's over now.

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Favorite Game Dev Blogs?

Grumpy Gamer

In my relentless pursuit of ditching shithole social media and re-powering my RSS feeds, last week I asked for readers favorite Programming Blogs, this week I'd like to ask for favorite Game Dev blogs. Currently, I follow: Fortress of Doors. game design aspect of the month. INTELLIGENT ARTIFICE. Lost Garden. Raph Koster. The Ludologist. Zen of Design.

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Friday Questions #2

Grumpy Gamer

A lot of good questions this week, I'll chock that up to being the first week. I might do a bonus post on Wednesday answering some of the ones I couldn't get to, and of course, there is next week to eagerly look forward to. Let's get going. Let's start off with Octavi. I wonder where I know that name from? Octavi: When making any kind of artistic work we know there's always a disappointingly huge difference between our first idea and the end result: which one of your games you'd say it's the mos

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Favorite Programming Blogs?

Grumpy Gamer

As I abandon Twitter and other forms of corporate social media, I am diving back into RSS and blog feeds. My RSS list is quite old and there are a depressingly large number of websites that haven't been updated in years. To get started, I'm looking for good programming blogs. Currently, I follow: Blobs in Games. Coding Horror. pagetable.com. Prog Stuff.

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MISSING

Grumpy Gamer

David Letterman was the only late night talk show I watched (recorded on my VCR) and I loved it. I think I mesh well with Letterman's dry humor and I'm really excited about his new Netflix show. I'm glad it's coming out once a month and not 12 episodes at the same time that everyone will just binge-watch and forget.

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Friday Questions

Grumpy Gamer

Hey, it's time for Friday Questions*, but since I've never done this before on Grumpy Gamer, there are no questions to answer, so you have a week to ask some. If you have a question, put it in the comments below and I'll pick 4 or 5 and answer them with a stark honesty that will amaze you. Questions can be about anything, but please keep them game or game industry related.

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Unit Testing Games

Grumpy Gamer

It's not uncommon for me to get asked on Twitter (when I was active there) why we don't unit test games? They would mention how they work in blah blah industry and do unit testing all the time and it's virtually eliminated the need for human testers. They then go on to call me a jerk face and tell me I make stupid games. OK, I made up that last part, but sometimes it feels like they said it.

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MISSING

Grumpy Gamer

If you're wondering why Thimbleweed Park isn't anywhere to be seen in the IGF awards , it's because we didn't submit it. I have some issues with the IGF. The IGF doesn't do this, but I also won't submit to any awards that make you pay just to be considered (BAFTAs, DICE). Awards are basically cool-kid popularity contests and often have nothing to do with how good the game actually is.

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Quentin Tarantino's Star Trek gets its first trailer

Grumpy Gamer

In all seriousness, I hope the rumors are true. I might actually see a Star Trek movie again.

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