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If you’re game developer, you’re an entrepreneur. Even if you’re not in it for money, the amount of physical material, labor, and funding you’ll need to organize to make your game real will make you into an entrepreneur. It’s a scary prospect. Game developers, who specialize in creating products people want but don’t need , are especially vulnerable.
Five months after the release of Godot 2.1, and two months after 2.1.1, it's the right time for another maintenance release in the stable branch! While we are all looking with avid eyes at the awesome developments for Godot 3.0 shown on our Devblog or Juan's Twitter , you won't find much of them in this release. but it should already have some quality of life improvements and important bug fixes that you will definitely want for your published and WIP projects.
Only two weeks until Casual Connect Berlin ! We’re super excited to participate in the Indie Prize and hope to get a lot of feedback from the show. We’ll be at booth 1014 so come by to check out the latest build and say hi if you’re attending. Radu and I will both be there, shuffling between our booth and various meetings. We’re not just there to take part in the competition – we’re also looking to connect to publishers, investors and press.
These are all suspiciously recent so this is probably only the best three moments of the last few months, but that does at least mean I could get clips. Until they’re taken down. I put them on Streamable in the hope they’ll stay up longer, which has the side-effect that they loop when they’re done. Shrug emojii. These are not spoilery except for The Crown, in which nothing really happens.
Ladies and gentlemen, I am breaking from my staid tradition of covering board games alone for game breakdowns. As game developers, we owe it to ourselves not to play simply board games, but video games, social games, mobile apps, and more. For today’s game breakdown, I’m covering the online version of Town of Salem , not the card game. Need help on your board game?
Creating my first game, War Co. , is one of the most satisfying things I’ve ever done in my life. It also happens to be, not coincidentally, the hardest project I’ve ever worked on. I’ve had so many rude awakenings and heartbreaks over the course of the nearly two years I’ve been working on it. Below, I share four rude awakenings I’ve had during the development of War Co. and how I’ve overcome them.
Creativity is painful. It’s hard to make something worthwhile, to put your name on a product, to cast your work out into the world for judgment by people who don’t care nearly as much as you. When your heart is wrapped up so tightly in what you do, the smallest criticism can feel like a kick in the chest. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.
As both a lightweight game and an accurate portrayal of the courtship process, Love Letter is an exemplary work. I often feel that “filler games” aren’t subjected to the same level of analysis and thought that many heavier games like Twilight Struggle or even Pandemic are. That’s a missed opportunity if I ever saw one! Love Letter is the kind of game that you can play while waiting for stragglers to show up at your game night or to give your uninitiated family a taste of
As both a lightweight game and an accurate portrayal of the courtship process, Love Letter is an exemplary work. I often feel that “filler games” aren’t subjected to the same level of analysis and thought that many heavier games like Twilight Struggle or even Pandemic are. That’s a missed opportunity if I ever saw one! Love Letter is the kind of game that you can play while waiting for stragglers to show up at your game night or to give your uninitiated family a taste of
Ever since I failed to fund my first Kickstarter campaign for War Co. , I’ve been very involved in the board game community. My personal favorite hang-out spots within the board game community are Twitter and Meetup groups. That doesn’t even scratch the surface, though. There’s conventions, Instagram, Facebook, the thriving /r/boardgames subreddit , Board Game Geek , and so much more.
Procrastination has an undeserved bad reputation. When I say procrastination, it may bring to mind images of someone watching cat videos or 1980s Arnold Schwarzenegger clips until 3 in the morning. It may bring to mind a college student sleeping until 11 and skipping his or her two morning classes. This photo was taken by MTSOFan and posted to Flickr.
The most corrosive thought to ever threaten the creative soul is deceptively simple: “I am a fraud.” High-achieving students, artists, and business professionals alike find themselves believing these false words. The sense that you are pretending to be as talented as others is so prevalent that it has a term: impostor syndrome. Experiencing the feeling that everyone around you is better than you is almost like a rite of passage.
Hear, hear! Dwellers of the Old Continent or the far lands beyond the great seas, heed our call! Lackeys and subjects of the great Godot will be there to meet you in the royal city of Brussels, Belgium from Feb IV to Feb VII, MMXVII AD. In other words, you will have the opportunity to meet Godot contributors and users at two upcoming events in Brussels, Belgium: FOSDEM 2017 on February 4 & 5, 2017.
We know Godot has been known for many years to have a relatively stable master/HEAD at Github, so users can try the new features in their projects with very little risk of breaking them. Starting now, and only for the upcoming 3.0 release, HEAD will break compatibility completely. Projects from Godot 1.x and 2.x will not work and this is expected. Godot 3.0 is expected to be a compatibility breaking release.
Things have been busy at Rikodu, but I finally decided to bite the bullet and post some technical write-ups about the systems we’re building for SecondHand. And what better place to start than AI, my favorite part of game development? SecondHand’s Ai philosophy. When it comes to AI, all games have their own special blend of requirements and challenges that make each implementation as unique as the design itself.
This is part one of a series of posts I’m going to do about SecondHand’s AI, check out the intro here. Problem Definition: Since SecondHand has heavy emphasis on melee combat, for the enemies to be challenging and dangerous they need to be able to reach a position where they can attack. This is especially challenging given the twin-stick nature of the game combined with high physicality.
It seems like every other day there’s a new thread topping Reddit or BoardGameGeek talking about the intricacies of accessibility in the board game community. This is also, bar none, the most controversial subject in gaming right now. In fact, this very controversy has discouraged me from covering this already. So let’s talk. Has the controversy started yet?
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