November, 2016

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Playtesting and Record Keeping

Brand Game Development

Game development is iterative. Making a great game requires soliciting and intelligently processing feedback. It seems easy enough from the outside. Write down what people say, update your game, and save a new copy. While that method will work, I’d argue it’s not ideal. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.

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Heat Signature: What I’ve Been Working On

Tom Francis

As well as the update above, I’ve been putting up some day-by-day logs of what I’m working on in Heat Signature. I’m only doing them for my own benefit, so they’re not mega interesting and I don’t do one every day I work – only when I think it’ll help.

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Maintenance release: Godot 2.1.1

Mircosoft Game Dev

Errata: Nov 20, 2016 @ 18:40 UTC: Linux export templates were problematic when deploying games to Steam. If that's your case, you may want to redownload the export templates. Nov 19, 2016 @ 15:30 UTC: If you downloaded Godot 2.1.1 before this date, there were issues with the packaging of the HTML5 templates and with the libpng dependency of the X11 binaries.

Tile 52
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Fantasy Strike is Crowdfunding Now

Sirlin

My team and I have been working on Fantasy Strike for almost a year and half now. It's a fighting game featuring the same characters as my Yomi card game and it's unusually easy to play. Here's a diagram of the simple controls: It started out as an experiment to see if we stripped away massive amounts of stuff from the genre, would it still be fun? Even in its early prototype state, it was.

Fantasy 52
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Overcome the Horror of Creative Freedom and Turn it into Fun

Brand Game Development

“Man is condemned to be free; because once thrown into the world, he is responsible for everything he does.” – Jean-Paul Sartre. Jean-Paul Sartre, looking for the exit. (Spoiler: there is no exit.). Even having written many posts for this blog and a novel’s worth of lore for War Co. , the blankness of the unmarked page still gives me the chills. That blank page could be anything.

Horror 130
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Pandemic: Getting People to Work Together

Brand Game Development

Roll up your sleeves and go to the nearest CVS for your flu shot. Today’s breakdown is for Pandemic , one of my favorite board games of all time. In fact, this is the one for me – the one that opened my eyes to the larger board game community. It is the one that broke me out of the prison of Monopoly , Yahtzee , and other games that many hardcore board gamers love to hate with an irrational vigor.

Fighting 130
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What is a game?

Brand Game Development

I’ve given some thought to the difficult question of why we play games , yet I believe there was an implicit question left unanswered: “what is a game?”. “Hmm…what is a game?” Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. Oh, wise dictionary.com , elucidate us on this issue: game, noun 1. an amusement or pastime 2. the material or equipment used in playing certain games 3. a competitive activity involving skill,

Games 130

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Patchwork: Making a Gateway Game

Brand Game Development

For the inaugural post in my series of Game Breakdowns, I want to talk about the perineal /r/boardgames choice for “2p game to play with my girlfriend.” I’m speaking, of course, about Uwe Rosenberg’s Patchwork. It’s the perfect game to share with someone who only has a tangential interest in board games, or a “gateway gamer”. Photo by Eric Yurko of “What’s Eric Playing?

Games 130
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Theme vs. Mechanics

Brand Game Development

“Theme-first or mechanics-first” might be the most asked “big question” in the board game community. It’s a bit of silly question. The false dichotomy we use to discuss these two elements, however, is really useful. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. Theme and mechanics are inseparable parts of board games as a whole.

Mechanics 100
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Onward to the new 3D renderer

Mircosoft Game Dev

As already noticed by those of you who follow the development effort closely, we had a change of roadmap since what was announced when Godot 2.1 was released. Indeed, we decided to skip the planned 2.2 release and head on directly towards Godot 3.0 , the long-awaited upgrade that should bring brand new 2D and 3D renderers based on OpenGL ES 3.0 (mobile) and OpenGL 3.3 (desktop).

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Sirlin on Game Design, Ep 18: Fantasy Strike

Sirlin

Fantasy Strike is our new fighting game. We've just announced it and begun crowdfunding for it on Patreon. This podcast explains what Fantasy Strike is all about. We cover the high concept about making a fighting game more accessible from top to bottom than anything else we've seen, the specific game mechanics we chose to accomplish that, and the resulting dynamics of how it plays.

Fantasy 40