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My difficult experiences with Highways & Byways – my recent game which ended in a failed Kickstarter campaign – have inspired me to add the Failure Recovery series to Start to Finish. This is part three of four. Today I want to tackle a gigantic question: what do you do after you fail? Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.
I'm going to spend a week in Norway and then stop off in Iceland for 3 days. You've been warned. Looking forward to hanging out with Al Lowe again. As is customary, I expect a Lucas/Sierra fist fight. I also hope I get to meet John De Lancie. I really want to pick his brain about my Q Continuum theories. I'm sure he'll be fascinated and provide much-needed insight.
Introduction and index of this series is here. I wanted to check out how’s the performance on a mobile device. So, let’s take what we ended up with in the previous post, and make it run on iOS. Initial port Code for the Mac app is a super simple Cocoa application that either updates a Metal texture from the CPU and draws it to screen, or produces the texture with a Metal compute shader.
After games being published using Godot on Google Play for almost 8 years with no problems, Google decided they don't like the format we use for exporting any more and is suspending many published games. The problem comes from Godot using placeholder permissions in the APK, which are replaced by real permissions on export. Google never really had a problem with this approach, and I made sure to talk to Google representatives years ago to make sure this was not a problem.
Bridging the Gap Between Gameplay and Storytelling: A Normal Interview with Robert Denton Bryant and Keith Giglio : We had a great time talking to Christina Legler of The Normal School about our book and how writing games is moving up the respectability food chain. Also, Spielberg!
This is part one of four in the Failure Recovery series in Start to Finish: Publish and Sell Your First Board Game. I didn’t intend to create a series on failure recovery when I created Start to Finish, but after the failure of my Highways & Byways Kickstarter campaign in April , I believe it to be necessary. Let’s be real: life doesn’t go from point A to point B like you think it will.
I’m going to spend a week in Norway and then stop off in Iceland for 3 days. You’ve been warned. Looking forward to hanging out with Al Lowe again. As is customary, I expect a Lucas/Sierra fist fight. I also hope I get to meet John De Lancie. I really want to pick his brain about my Q Continuum theories. I’m sure he’ll be fascinated and provide much-needed insight.
It’s my Battle Royale game for introverts. Players parachute onto an island then scramble to find a nice quiet place to handout with a small group of close friends and chat.
It’s my Battle Royale game for introverts. Players parachute onto an island then scramble to find a nice quiet place to handout with a small group of close friends and chat.
I’ve talked about how board game developers can get big on Twitter and use Facebook to its fullest potential. Now it’s time to talk about the prettiest social network on the internet: Instagram. Many marketers pass over Instagram because it’s not as easy to understand as Facebook and Twitter. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.
I can’t help but wonder if how to keep indie dev from not working themselves to death has more to do with learning how to budget, scope and schedule. Thimbleweed Park (a kickstarted project) was around 6 months late and no one crunched beyond a weekend here and there. How did we do that? We scoped, budgeted and scheduled. We f *d up a lot of things, crunching was not one of them.
It's my Battle Royale game for introverts. Players parachute onto an island then scramble to find a nice quiet place to handout with a small group of close friends and chat.
I can't help but wonder if how to keep indie dev from not working themselves to death has more to do with learning how to budget, scope and schedule. Thimbleweed Park (a kickstarted project) was around 6 months late and no one crunched beyond a weekend here and there. How did we do that? We scoped, budgeted and scheduled. We f *d up a lot of things, crunching was not one of them.
Introduction and index of this series is here. Oh, last post was exactly a month ago… I guess I’ll remove “daily” from the titles then :) So the previous approach “let’s do one bounce iteration per pass” (a.k.a. “buffer oriented”) turned out to add a whole lot of complexity, and was not really faster.
If you are into game development, chances are that you've heard of Ben Tristem and his GameDev.tv team, as they are making some of the best-rated online courses on Udemy for game engines like Unity3D and Unreal Engine 4, as well as art making tools like Blender and The GIMP. New professional Godot course on Kickstarter. Last week, Ben and his team started a new Kickstarter campaign for a Godot Engine course !
Work is ongoing to completely overhaul Godot inspector. This was a pending assignment for me since even before Godot was open sourced but, as always, other issued had priority. Most of the work is currently done, only pending bugfixes and visual improvements by our design focused contributors. The old inspector. Godot grew organically. At the beginning, it made sense to make the inspector using the Tree control.
Godot is getting more and more interesting features in this period, and one aspect on which we are focusing on is the Skeleton node. We are working on implementing some features like Inverse Kinematics, Ragdoll, a better animation player, and a state machine player. All these things will allow the developers and artists to apply some animations to their characters easily and at the same time with an awesome result.
We're pleased to announce the second release candidate for what will become Godot 3.0.3. We've added quite a few bugfixes compared to rc1 and a port of RandomShaper 's mouse input emulation code. For this release I've had to redo our buildsystem (again) due to trouble with the rc1 packages. This is why it took a while to get rc2 out. I believe the problems have now been solved but please test on all your platforms!
Introduction. The progress of last month was largely defined by stabilizing the 3D renderer with many smaller fixes, but work on the PRB side of things has begun and the GDNative system also saw some quality-of-life changes again, with improvements to the GDNativeLibrary resource as well as an API to provide safe type-casting in NativeScript. Roadmap.
Currently, Godot is pretty comfortable for doing 2D cutout animation , with several games in development making use of this feature. A very common request, though, was the ability to do custom mesh deformation based on the same bones used to animate separate parts. This would allow deforming such parts, for a more organic animation feel. This was recently added to GitHub head and, while overall 2D editing is a bit unstable right now (due to a massive reorganization of the 2D editor), it will be
Note: Release candidate 2 is out now! This is the first release candiate for what will become Godot 3.0.3. This release has over 100 bugfixes and new features. A full human-readable changelog is still to be created but the git shortlog can be downloaded here. The most important new feature for this release is initial support for Mono exports on the desktop platforms (Windows, Linux, and MacOSX).
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