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Monopoly has been around since 1933 and it’s been grandfathered into every store and every closet. Most people I know have at least two copies of some kind of novelty Monopoly that they don’t remember receiving. When you tell someone that you’re into board games, they often ask, “oh, you mean like Monopoly ” before you instinctively cringe. Currently rocking a sold 4.4 on BoardGameGeek , Monopoly is the kind of game that board gamers love to hate.
Introduction. It's been a month since the second progress report , and progress continues towards the new Godot renderer. This milestone was (and will likely be) the most difficult, due to the techniques that had to be implemented. As a result, many of the goals for it were not met (will have to be moved to a new Milestone 4), but hopefully everything that remains is simpler.
Surprising news! I made a new video showing off John Roberts’ excellent new art for the game’s four factions! (Not that surprising). I’m looking for a programmer in the Seattle area to help me finish the game! (Seattle part seems surprising). … because I’m moving to Bellevue to work on the game at Valve’s offices!
Within the board game community, there is no site that has shaken up the industry more than Kickstarter. While BoardGameGeek has been around for almost 17 years and remains the unquestioned mecca of the board game community, nothing has had more influence on board games recently than Kickstarter. Indeed, Kickstarter has radically changed my life as well.
At the geriatric age of seventeen years old, Carcassonne is one of the elder games of the recent board game renaissance. It remains one of the most enduring, nuanced board games on shelves today. It’s the kind of game even your grandmother can learn to play (and also beat you at). Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.
Much like theme vs. mechanics , separating people into gateway gamers and hardcore gamers is another persistent dichotomy in the board game community. Unlike theme and mechanics, though, I think this distinction is much more useful. The board game industry is growing at a rate of 29% according to ICv2 , which is a clear indicator that the community is experiencing an influx of people who are just realizing how badass this recent board game renaissance has been.
Game development is extremely iterative by nature. Many game developers create dozens (or even hundreds) of versions of their game before it is finally complete. Simple games need to be played at least 100 times before they’re considered complete. For more complicated games, that number is closer to 1,000 or more. Creative work isn’t a path from A to B.
Twilight Struggle is the golden child of the board game community, having reigned at the top of the Board Game Geek’s ranking system for an extremely long time before being dethroned by Pandemic Legacy. Despite being a brilliant game, Twilight Struggle is a bit of an oddity for top choice considering its complex rules and byzantine strategy. Its complexity has left it on many board gamers’ shelves, with players waiting for the right person to come along to finally challenge them in this lo
Twilight Struggle is the golden child of the board game community, having reigned at the top of the Board Game Geek’s ranking system for an extremely long time before being dethroned by Pandemic Legacy. Despite being a brilliant game, Twilight Struggle is a bit of an oddity for top choice considering its complex rules and byzantine strategy. Its complexity has left it on many board gamers’ shelves, with players waiting for the right person to come along to finally challenge them in this lo
When I refer to “making a game plan”, I don’t mean a plan to create a board game. I mean a game plan for tackling big, hairy audacious goals. How do you go from a big dream like “I want to create a successful board game” to reality? What does it take to make dreams come true? Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.
Ignorance is bliss. No, really! Sure, ignorance is a state in which no person should gleefully wallow forever since it will ultimately be their undoing. Even still, ignorance is a reliable shield from the emotional strain of the trials and tribulations of starting a business or beginning game development. If you are a first time developer, you know less now than you ever will, and that’s not necessarily a bad thing.
After the success of our previous games jams in March 2016 and June 2016 , and since the community seemed pretty motivated for a new one, we are organizing a new Godot Community Game Jam that will run from 16 December 2016 to 31 January 2017. As the previous one, it is an informal jam with relatively loose rules, and not much to gain apart from international fame within the Godot community and more experience with using our great engine!
Introduction. It's been a month since the first progress report , and progress continues towards the new Godot renderer. Little by little every system falls into place, and rendering starts feeling a lot more mature. That said, there is still a lot missing. Unfortunately, some tasks initially planned for Milestone #2 could not be completed yet, so they will be pushed to the next milestone.
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