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Heads up: this fulfillment article assumes you live in the USA. Even if you don’t, it’s still helpful – but it’s not as specific to your needs. Fulfillment is one of the trickiest parts of any board game Kickstarter. It requires your inventory being sent from your manufacturer via freight shipping agencies through customs agents to warehouses and finally to your customers.
This is a great four-part series about Roguelikes from the GOLDEN KRONE HOTEL website. Part 1: Burden of Knowledge Part 2: Identification Part 3: Terrible Controls Part 4: Bog Standard Dungeons Roguelikes are one of my guilty pleasures, although I don’t play a lot of different ones and I can safely say I’ve never heard of most of the games mentioned in this series (my first experience with Rogue was on a UNIX machine when I started at Lucasfilm).
Long awaited, Godot 3.1 alpha 1 is our first milestone towards the stable release of Godot 3.1, packed with 7 months of development since Godot 3.0 (over 3,500 commits!). Contrarily to our 3.0.x maintenance releases , which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!
It’s been five whole years since Game Dev Tycoon released on Steam. Time for a brief illustrated trip through the game’s history. Back in 2011, my brother Daniel and I (we are both software developers) decided that we wanted to try to make a game. After days of brainstorming and discussions, we settled on the idea of making a game dev simulator.
I just did a “hey kids, let me tell you about demoscene” event at work, where I talked about and and showed some demos I think were influential over the years, roughly sorted chronologically. Here’s that list, in case you also want to see some demoscene things. There’s a whole bunch of excellent demo productions I did not show (due to time constraints); and I mostly focused on Windows/PC demos.
I just learned about ‘ The Potato Paradox ‘, which refers to this surprising maths result: Q: You have 100kg of potatoes, which are 99 percent water by weight. You let them dehydrate until they’re 98 percent water by weight. How much do they weigh now? A: 50kg. It’s not a riddle or a trick, it’s literally true and the terms mean what they seem to mean.
Few things are more confusing than taxes and laws. As if they weren’t complicated enough to begin with, they also differ dramatically by country, region, and city. I’m fortunate enough to say that when I made War Co. , nothing completely broadsided me during the development process when in came to tax and law. There were, however, some nasty surprises and memorable tax bills that I’d rather have been prepared for.
After our GodotCon in Brussels in February 2018 , we're preparing a new Godot Convention (GodotCon), this time in Poznań, Poland on Wed 10 & Thu 11 October 2018. TL;DR: Events page with all details. Registration form for GodotCon Poznań. We need speakers for the event; contact me (Rémi) if you'd like to be one. Contact me if you want a discount code for Game Industry Conference passes (also in Poznań right after GodotCon).
Almost two and a half years ago, Soren Johnson did a long, in-depth interview with me and he just released the first part of it. It covers most of my career, including work on Street Fighter HD Remix, Puzzle Fighter, almost Street Fighter 4, Yomi, Codex, and FantasyStrike. We talk a lot about game design too, such as the difference between a player's perspective and a designer's, as well as what "depth" does or doesn't mean.
Sailing out to sea | A tale of woe is me I forgot the name | Of where we’re heading – Versus Them “Don’t Eat the Captain” So! This whole series on pathtracing adventures started out without a clear goal or purpose. “I’ll just play around and see what happens” was pretty much it. Looks like I ran out of steam and will pause doing further work on it.
Last month (maybe longer) I wrote about one of the top three production mistakes we made in Thimbleweed Park. Today like like to talk about the second one. Just to be clear, these are production mistakes, not design or programming mistakes (although sometimes the line is blurry). The first one was not integrating FMOD into my engine. As I wrote, it was a Penny Wise and Pound Foolish decision.
Last month (maybe longer) I wrote about one of the top three production mistakes we made in Thimbleweed Park. Today like like to talk about the second one. Just to be clear, these are production mistakes, not design or programming mistakes (although sometimes the line is blurry). The first one was not integrating FMOD into my engine. As I wrote, it was a Penny Wise and Pound Foolish decision.
This is a great four-part series about Roguelikes from the GOLDEN KRONE HOTEL website. Part 1: Burden of Knowledge. Part 2: Identification. Part 3: Terrible Controls. Part 4: Bog Standard Dungeons. Roguelikes are one of my guilty pleasures, although I don't play a lot of different ones and I can safely say I've never heard of most of the games mentioned in this series (my first experience with Rogue was on a UNIX machine when I started at Lucasfilm).
Soft body support has finally arrived! It is now possible to create cloth simulation and soft bodies by just adding a node. In the following tutorial, you will learn how to create a Soft Ball and a Cloak. At the end you will find a video with a more advanced cloak implementation and the relevant project. Soft Ball. To create a Soft Ball is to add a SoftBody node and add a mesh to it, in this case I used a sphere maded in Blender (I used a custom mesh because the sphere created dynamically by God
This blog post is an announcement that 3D IK support was merged to the upcoming 3.1 branch. Thanks to a new node, SkeletonIK, it is possible to procedurally change a skeleton pose! Check this explanatory video where you can learn how to use it: The project shown in the video can be downloaded from the following link. Thanks to these two guys who made the rifles.
When it comes to Kickstarting your board game, there is no shortage of complicated tasks which you will need to complete. You – or someone you outsource to – must be able to design a game , bring it into physical form , build an audience , and make sure there’s a market for it in the first place. However, one task, in particular, seems to get more attention than the rest: creating the perfect board game Kickstarter campaign page.
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