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We just released the new Ransome unbeeped DLC on Steam and GOG. Give the trailer a watch, but I have to warn you, if you’re offended by words like beep , beeper , beephole , or beephead you might want to avert your ears. It’s a little depressing that a few people are actually upset that we’re charging $1.99 for this. Making this wasn’t free.
Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the seventeenth of a 19-part suite on board game design and development. Artists are some of the most important people you will work with when you’re creating a game. Making sure they are happy and understand the needs of your project is critical to your game’s success.
Step by step to dense vegetation and acceptable FPS. Since the last post I’ve been working on the terrain’s vegetation. Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. The big problem was (and still is in some cases): HOW CAN WE GENERATE DENSE VEGETATION AND PLACE IT FAST AND WITHOUT TO MUCH FPS DROP AFTER THE GENERATION PROCESS ?
Since we haven't found any major issues in our release candidate , we are now releasing Godot 3.0.1! The only regression reported was a renaming issue on Windows which we fixed. If you were eagerly waiting for 3.0.1, you can go directly to our Download page and get the benefits of all the fixes! Both the itch.io and Steam distributions are updated. We have added many new features to the editor (and several to GDScript) in this release which we think will make your use of Godot even better.
Welcome to the surprising second part of our Android release reports. If you missed part one, you can catch up on it here. In this report, I had expected to write about sales numbers and piracy rates but given the series of mind-boggling events this past week, this will have to wait a little. After the phenomenal reaction on our first day, things continued quite well, and by day six, we had an unbelievable rating of 5.0 from over two thousand players. 5 stars.
Of all the games I've released, I'm haunted the most by The Cave. I guess when a game percolates in your head for 30 years, it's bound to mean something. I've released good games and I've released bad games, but I always felt I knew which was which, if not before releasing, it always became apparent soon after. I'd look at the game and understand why it failed or succeeded.
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. One of the biggest challenges I’m facing right now with Highways & Byways is that the audience I’m courting is different from the audience I won with War Co.
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. One of the biggest challenges I’m facing right now with Highways & Byways is that the audience I’m courting is different from the audience I won with War Co.
First of all, why should you? Why should you learn how to play Michael Brough’s new game Cinco Paus ? After all, you’re busy, you have important things to do. This game looks weird and doesn’t seem to care whether you figure it out or not. Ok, I’m going to pretend you didn’t just say that. I know it’s not your fault, you don’t know any better.
Hi Godot! My name is Hein-Pieter van Braam-Stewart. Some of you might know me on IRC/Discord/Matrix as 'TMM' and on GitHub as ' hpvb '. To help Rémi ( Akien ) focus on making sure the master branch is as good as it can be, I'm looking after the stable branch. Currently the stable branch is the 3.0 branch. I'm very happy to have been given this responsibility and I hope to work with all of you to make the Godot stable branches, well, just that!
Yesterday, Game Dev Tycoon released on Google Play. If you haven’t had a chance to check it out, just click on the image below. Since our iOS release reports received a lot of interest (you can read part one , part two , part three and part four ), we decided to do the same with our Android release. Here we go with our first report. Release Day.
Of all the games I’ve released, I’m haunted the most by The Cave. I guess when a game percolates in your head for 30 years, it’s bound to mean something. I’ve released good games and I’ve released bad games, but I always felt I knew which was which, if not before releasing, it always became apparent soon after. I’d look at the game and understand why it failed or succeeded.
Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the sixteenth of a 19-part suite on board game design and development. One of the trickiest parts of self-publishing a board game can be finding good artists. It involves a mix of searching, managing, and writing good requirements.
I’ve been tweeting GIFs of a game I’m prototyping in Unity for a while now, codenamed Tiny Ex-Cons, and recently did a video blog about the core elements I’m hoping to combine if I go ahead with it. It’s too early to know if this is my next big project or not – my prototype doesn’t have enough to prove the concept yet – but I do want to start showing more of it.
It has been a very busy month on the VR front in Godot. OpenVR. The focus for development has remained on OpenVR support for the most part and it is slowly finding use within the community. With the release of Godot 3.0 the OpenVR module can now be downloaded directly from the asset library. It comes with support for OpenVR on 64-bit Windows and on Linux.
How a skier managed to compete at the Olympics despite not being very good. It's a fascinating read and oddly inspirational. I wonder if this should be my new philosophy for making games: "Make a game and don't fall down.
How a skier managed to compete at the Olympics despite not being very good It’s a fascinating read and oddly inspirational. I wonder if this should be my new philosophy for making games: “Make a game and don’t fall down.
This is why I’ll never go to Disneyland. I don’t consider this “enhancing” my ride experience. I find it creepy and invasive. It’s not that I’m bothered by Disney tracking me through the park, it’s that I don’t want my name thrown up on a screen for everyone to see. That is a violation of my privacy.
“Musk and his fellow tech CEOs promote driverless vehicles as the future because it’s the future they desire. They don’t want to be on a subway or train next to regular peopleas Musk has already said, one of them might be a serial killer! It’s troubling how much they want to isolate themselves from regular people, but the reality of urban mobility is that only a small portion of the population can be in individualized transport until it simply stops working.
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. Many have lamented that people in the modern era don’t treat their word as bond like they did “back in the day.” Maybe we’re flakier than we used to be, maybe we’re not.
If your parent's old turntable is gathering dust in the basement, oh boy do I have an awesome use for it! Also worth noting that vinyl will likely still be playable after the apocalypse. MP3s. Not so much. Think of it as an investment in bartering for food in the future.
If your parent’s old turntable is gathering dust in the basement, oh boy do I have an awesome use for it! Also worth noting that vinyl will likely still be playable after the apocalypse. MP3s. Not so much. Think of it as an investment in bartering for food in the future.
Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the fifteenth of a 19-part suite on board game design and development. Commissioning art can be one of the most daunting parts of the game development process. I’ve written about How to Find an Artist for Your Board Game , but this time, I thought you’d like hearing from an actual artist!
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. It’s no secret that I’m a fan of travel. I don’t think anybody would expect anything less from a guy who created a board game called Highways & Byways.
I'm a big fan of BBEdit , as a Mac user, it's my text editor of choice for all but Xcode/C++ programming. David, Jenn, and I used BBEdit on Thimbleweed Park. I even created a custom syntax coloring scheme for our proprietary language and David added some great keyword based auto expansions. It's feature rich and has everything a coder could want. Except for one thing and it drives me crazy to the point that each time I need to do it, it puts a stain on what is by all other accounts, a perfect ed
I’m a big fan of BBEdit , as a Mac user, it’s my text editor of choice for all but Xcode/C++ programming. David, Jenn, and I used BBEdit on Thimbleweed Park. I even created a custom syntax coloring scheme for our proprietary language and David added some great keyword based auto expansions. It’s feature rich and has everything a coder could want.
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