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Fifteen years of Grumpy Gamer being 100% April Fools’ joke free. Of course the real April Fool’s joke is that it’s the year 2019 and we don’t have moonbases, flying cars and giant pneumatic tubes that whisk us around the city. As a young child of the 70s, I was promised these things. Oh sure, I can now carry a super computer in my pocket and talk to anyone in the world via a planet wide connection of billions of computers… but come on… moonbase!
The year is 2029. Everybody has jetpacks and Amazon is the only company in existence. What does board gaming look like in this brave new world 10 years into the future? And for that matter, what happened to Kickstarter? Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. I’m going to do something I don’t do on this blog.
Our next Low Poly adventure will cover character design. Join me as we explore ways to make your characters awesome! The post Low Poly Character Design appeared first on Sunday Sundae.
Edit: This was of course a joke for April Fools' Day 2019. Godot is not going public (and cannot, as it's not owned by a company). There is truth behind the "Initial Pullrequest Offering" system outlined below though :). We hear you and we understand your concerns. You feel like Godot, in the end, is not "public" enough. Even though there are over 800 contributors pushing code (surpassing any other engine, open or closed, on GitHub), Godot still doesn't feel corporate enough.
This analysis is written by Alexandre Macmillan and Michail Katkoff. Both of the authors are true fans of Command & Conquer franchise and both of the authors understand all to well how hard it is to ship a hit mobile game. To make sure you don’t miss on all of the ?content coming out in the future, please do subscribe to the Deconstructor of Fun infrequent but powerful newsletter.
Whoa! Has it been two years already since I stopped doing graphics programming?! How does one end up on a build team? I switched to the “build system” team by having two extremely short chats: …and then a lot more chats with graphics people and some others of course; but the above “hey could I join? yes!" was kinda the whole of my “job interview” to the team.
Building an online community can be daunting at first. The internet is already so noisy. You can feel like your voice isn’t heard and that community building is futile. Fortunately, this is not the case! Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. Many of you know me through the Pangea Games Discord server I run (1,400 members at the time I write this) or the Pangea Games Facebook group (1,700 members).
Building an online community can be daunting at first. The internet is already so noisy. You can feel like your voice isn’t heard and that community building is futile. Fortunately, this is not the case! Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. Many of you know me through the Pangea Games Discord server I run (1,400 members at the time I write this) or the Pangea Games Facebook group (1,700 members).
Last week, I talked about Kickstarter, and how I could see that website changing in the near future. It occurred to me shortly after I wrote that article that many people approach board games with the intention of making money, but not necessarily making games as an end to itself. There is nothing intrinsically wrong with this, and you can certainly make good money producing board games.
It may have seemed a little quiet on the Godot AR and VR front but a lot has been happening behind the scenes. With Godot 3.1 released and new plugins being uploaded to the asset library, an update on the state of things is long overdue. Godot 3.1 has various optimisations added to speed up the stereoscopic rendering. There is more work to be done here, some of which we wish to tackle once the Vulkan port is on the way and will have to wait for the 4.0 release, but we are planning improvements f
After a bit more than one year of work, the Godot developers and contributors are delighted to get their new release out the door, Godot 3.1 ! It brings much-requested improvements to usability and many important features. Godot 3.0 was a massive release, which required large rewrites of the engine codebase and breaking backwards compatibility significantly.
All good things come in threes, so after our first two release candidates, here is Godot 3.1 RC 3. We've reached a state which we think should be good to release as the stable branch, so if no critical regression is found, the next build should be 3.1 stable ! Please give it a try on various devices and platforms, and ensure that no critical issues have been missed.
We had our first release candidate for Godot 3.1 two days ago, and various critical bugs have been fixed since then, so we're publishing a new candidate, RC 2. Please give it a try on various devices and platforms, and ensure that no critical issues have been missed. Note: Software development is a continuous process, and any point in time that we label "stable" only means that we freeze the features at this stage, branch it off, and that subsequent releases made from this branch will
After over one year of work, 5 alpha releases, 11 betas and 7000 commits by close to 500 contributors, we're finally ready to wrap up the 3.1 version and let you all benefit from the hundreds of new features, enhancements and bug fixes that have been worked on by the community since January 2018. We're therefore publishing this first release candidate, Godot 3.1 RC 1 , to let all of you test it thoroughly and check if any showstoppers remain.
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 11 with over 110 commits made since beta 10 a few days ago. See the changes between 3.1 beta 10 and 3.1 beta 11. This beta is built from commit e930fb9.
This one is written by Om Tandon (Director of User Experience, DIGIT Game Studios) and Abhimanyu Kumar (Mobile Games Consultant). Unless otherwise specified, all ranking, downloads and revenue data below has been acquired through the wonderful data services of Sensor Tower. To make sure you don’t miss on all of the ?content coming out in the future, please do subscribe to the Deconstructor of Fun infrequent but powerful newsletter.
As mentioned last week , several core developers and project representatives will be at the Game Developers Conference (GDC) in San Francisco next month. Like last year, our friends at GitHub provide us with the awesome opportunity to organize a Godot Meetup at their headquarters during GDC! We'll meet on Thursday, March 21 at 6:30 pm at the GitHub HQ for an evening of Godot talks, games showcase and general networking for everyone interested in Godot Engine.
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 10 with 70 commits made since beta 9 a few days ago. See the changes between 3.1 beta 9 and 3.1 beta 10. This beta is built from commit e930fb9.
Rémi Verschelde, Hein Pieter van Braam and I went to GDC 2019 in representation of Godot. Until last year, I would go mostly alone. So, how did it go compared to last year? Game Developers Conference. Before anything, I'm sure that many reading this article don't really know what GDC is. GDC stands for "Game Developers Conference", and it's the biggest industry wide event for game developers.
I’ve been doing a lot of thinking lately about the future of Kickstarter. Many of the game developers I work with have expressed hesitation about the platform that I didn’t see in 2015 or 2016. Anecdotally, the platform seems to be getting harder to succeed on. The great irony being that their whole claim to fame was that it would help creative small businesses get started.
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