January, 2018

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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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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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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.

Alpha 52
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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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Loot Boxes

Sirlin

Shoryuken.com asked me about loot boxes and published this article. For anyone wanting more context, here is the complete set of questions they had about loot boxes in Fantasy Strike and beyond, and the answers I provided: SRK Questions Any idea when this feature will be implemented? What can players expect to find? Costumes and cosmetics, right? Will there be more rare ones than others?

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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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MISSING

Grumpy Gamer

If your website is full of a s, it’s your fault “Our communities are defined by the worst things that we permit to happen. What we allow tells the world who we are.

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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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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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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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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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MISSING

Grumpy Gamer

The best way to train a neural network is with a combination of reward and punishment.

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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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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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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” ?

Puzzle 130
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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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MISSING

Grumpy Gamer

Ron Gilbert's often incoherent and bitter ramblings about the Game Industry

Games 130
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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 Sir Tap Tap Critical Distance Feels like Game Dev blogs aren’t updated as much as programming blogs.

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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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Grumpy Gamer

The number one question you should ask when designing your Loot Box system is: is this fair? and the second: is this fun?

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Links of the Week

Grumpy Gamer

Ron Gilbert's often incoherent and bitter ramblings about the Game Industry

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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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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

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MISSING

Grumpy Gamer

One advantage of indie game dev is weekday skiing.

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MISSING

Grumpy Gamer

Ron Gilbert's often incoherent and bitter ramblings about the Game Industry

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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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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.

Games 130
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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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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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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 DEV I’d love to find some more.

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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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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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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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