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I buy a lot of games. Most of them I play for 10 minutes just to scope out the competition. For most games 10 minutes is more than enough. I bought Dead Cells to other day for just this reason. I heard interesting things about it and thought it warranted a 10 minute "checking out". I'm not a platform person. I grew up playing PC games and largely skipped the early Nintendo phase including games like Mario and never fully embraced console gaming.
Board game fulfillment is really complex. In fact, fulfillment often determines how big games are and how many components can be included. Many game developers think about fulfillment only after their project is complete – and you can certainly get away with it! But today, this guest post by Michael of Fulfillrite will explain why you should think about board game fulfillment on day 1 on game development.
Google has accepted our application as participant organization in Google Summer of Code (GSoC) 2019! It's our second participation in the programme, after GSoC 2018 where we had 5 students working on exciting topics. Here's our organization page for 2019, and our list of ideas for potential projects. This list is not exhaustive, students are encourage to come with their own proposals (after having their relevance validated by core developers).
It’s finally here! We are taking registrations for the closed beta which is just a few short weeks away. Head on over to [link] and sign up now! If you’re already on our mailing list, you should still sign up to make sure you get an invite. This has been a long time coming but we are finally ready. The beta starts in early March (first or second week, depending on how fast we can squash the remaining bugs) and will be running for a few weeks.
I saw a discussion today that lamented lack of “infinite projection” in Unity, so here’s a quick post about that. Unity today (at least in 2017/2018 versions) uses “reversed Z” projection, but does not use “infinite projection” This means that a Camera has an actual far clipping plane, and beyond that distance nothing is rendered.
When Gunpoint did well, in 2013, I thought: “I should give some money to charity. But this might have to last me the rest of my life. So I should wait til I have a second game out, and see how that does.” When Heat Signature did well in, 2017, I thought: “It’s doing great so far! But how fast will it trail off? This has to cover the budget of the next game.
I buy a lot of games. Most of them I play for 10 minutes just to scope out the competition. For most games 10 minutes is more than enough. I bought Dead Cells to other day for just this reason. I heard interesting things about it and thought it warranted a 10 minute “checking out” I’m not a platform person. I grew up playing PC games and largely skipped the early Nintendo phase including games like Mario and never fully embraced console gaming.
Azul has taken the board game world by storm. Like Sagrada , it’s a gorgeous and approachable puzzle game with emergent complexity that becomes ever more apparent with more plays. It has received accolades far and wide, impressively breaking into the Board Game Geek Top 50 and securing a spot as one of five 2018 Mensa Select winners. It’s also, somehow, always trending on social media and Board Game Geek.
Azul has taken the board game world by storm. Like Sagrada , it’s a gorgeous and approachable puzzle game with emergent complexity that becomes ever more apparent with more plays. It has received accolades far and wide, impressively breaking into the Board Game Geek Top 50 and securing a spot as one of five 2018 Mensa Select winners. It’s also, somehow, always trending on social media and Board Game Geek.
As bugfixing is going at a steady pace towards Godot 3.1 stable, we plan to release beta builds frequently to have broad testing on the latest fixes and spot any regression. So we're now publishing Godot 3.1 beta 9 with close to 50 commits made since beta 8 a few days ago. See the changes between 3.1 beta 8 and 3.1 beta 9. This beta is built from commit a5370b1.
Hello lovers of fridges and chainsaws. I bring you great news! (1) We just launched our Discord server ! Join it and you’ll practically be a VIP over night, with direct access to the entire dev team and all the latest doodads we’re adding to the game. We’ve been adding lots of parts, enemies and levels and can’t wait to see what you think. (2) Since we’re getting close to release, it was time for Frankie to get him own website.
What did you like about Darkest Dungeon? If you hated Darkest Dungeon, I'm not interested in hearing from you, only from those who liked (or so-so liked) it.
What did you like about Darkest Dungeon? If you hated Darkest Dungeon, I’m not interested in hearing from you, only from those who liked (or so-so liked) it.
Ticket to Ride came out in 2004. Along with games like Catan and Pandemic , Ticket to Ride helped turn board gaming into the juggernaut of a hobby that we know and love today. It’s for good reason, too. It’s an elegant game that can be learned very quickly. It scales well at low and high player counts. On top of that, the experience for beginners and the experience for advanced players are different enough to keep the game engaging even as you learn more about it.
I recently had the pleasure of playing Terraforming Mars for the first time. I am pleased to say that it is an absolutely fantastic game that’s worth purchasing. There are some really good qualities as well as some really annoying ones, and we’re going to discuss both. I consider this to really valuable for learning game design simply because there is so much going on.
As bugfixing is going at a steady pace towards Godot 3.1 stable, we plan to release beta builds frequently to have broad testing on the latest fixes and spot any regression. So we're now publishing Godot 3.1 beta 8 with close to 50 commits made since beta 7 a few days ago. See the changes between 3.1 beta 7 and 3.1 beta 8. This beta is built from commit a32b26d.
As bugfixing is going at a steady pace towards Godot 3.1 stable, we plan to release beta builds frequently to have broad testing on the latest fixes and spot any regression. So we're now publishing Godot 3.1 beta 7 with close to 25 commits made since beta 6 a few days ago. See the changes between 3.1 beta 6 and 3.1 beta 7. This beta is built from commit e30ce69.
Are you proud of your Godot-made game or tool (published or work in progress) and would you like us to showcase it in Godot's 2019 showreel? Please send us a short video (10-15 secs) for us to include it! Requirements: If your game can scale resolutions, please submit a 1920x1080 video (or 1280x720 if not possible). If your game is pixel perfect, then send the video at native resolution.
As bugfixing is going at a steady pace towards Godot 3.1 stable, we plan to release beta builds frequently to have broad testing on the latest fixes and spot any regression. So we're now publishing Godot 3.1 beta 6 with close to 150 commits made since beta 5 a few days ago. See the changes between 3.1 beta 5 and 3.1 beta 6. This beta is built from commit 30a4723.
Another year, another GDC! This year, many of us core developers will be attending GDC in representation of the project to meet with companies interested in knowing more about Godot (or just meeting with us). If you want to meet with us during GDC, please drop us a mail to contact at godotengine · org and we will attempt to schedule a meeting. For Godot users, we will soon be announcing our very own Godot party during GDC!
The last couple of weeks have been busy, as many core developers were meeting in Brussels for the Godot Sprint, FOSDEM and GodotCon. We'll post an update about what we did there and some of the topics discussed in coming days, stay tuned! Nevertheless, other contributors have kept working in the meantime, and some of the Godot Sprint attendees also did some welcome bugfixing, so we have enough content for a new beta 4 build.
It's only been a few days since beta 4 , but we're making very good progress on polishing the 3.1 beta, with many bugs being fixed every day. We'll soon be able to issue a Release Candidate (RC) build and from there, proceed quickly to the stable release. For now, we're still calling this one beta 5 , as there are some critical bugs left that we want to fix before RC 1.
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