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Board gaming has a long, storied history that goes back to ancient times. You can find old games of Ur, Senet, and Chess carved out of stone and buried in tombs. Indeed, the modern board game landscape that we know and love is only about as old as Catan , which came out in 1995. There were popular board games long before then, though. Need help on your board game?
Just a short blog to update those who have enjoyed my games in the past, that my new project is coming along well. I’ve been working on a random universe generator, similar to Endless Space, for each new game all the stars, planets and moons are randomized. It works well, my next stage is to create local economies, and corporations zones of control and orbital industries.
Fantasy Strike is available now on Nintendo Switch , PlayStation 4 , and Steam (Windows / Mac / Linux). There are several notable features and innovative things about the game, so I’ll summarize them here. Innovation can come in many different flavors. Sometimes it’s pushing forward design in a new way, or usability, or technology, or even in introducing features or ways of doing things from one genre and applying them to another when it hasn’t been done before.
We organize two Godot community events in the week leading to the Game Industry Conference (GIC) in Poznań, Poland: a new Godot Sprint for engine contributors on October 14 & 15, 2019 and a GodotCon for all users on October 16 & 17, 2019. All GodotCon attendees are also encouraged to stay for the rest of the week (October 17 to October 20) for the actual Game Industry Conference, where our lead developer Juan Linietsky ( reduz ) will be a speaker, as well as the Poznań Game Arena (PGA) i
This post provides a handy reference guide to go from Scratch’s “Operators” category of code blocks to C# with Unity. Code Blocks. Click on the picture of any of these Scratch code blocks to see how to write similar code statements in C#. int score = 5 + 6; // 11 int age = score + 1; // 12 int total = score + age; // 23 score += 1; // 12 score++; // 13. int score = 10 - 5; // 5 int age = score - 1; // 4 int total = score - age; // 1 score -= 1; // 4 score--; // 3. int score = 3
Of all the mechanics in the board game world, variable player powers remain a fan favorite. Games with this mechanic range from Gloomhaven to Terraforming Mars to 7 Wonders. Part of their popularity comes from the ease with which they add variety to games. Implemented well, variable player powers can drastically increase the shelf life of a game. So how do we implement them?
Dropbox used to be a perfect service. I happily paid them money every month. They silently synced files across all my machines (and with friends) with 99.999999999999% accuracy. Good job Dropbox. Then. Dropbox decided they needed there own app (for reason that I still have yet to figure out). Now at random time this stupid dropbox app shows up in my doc and I see no way to turn it off.
Dropbox used to be a perfect service. I happily paid them money every month. They silently synced files across all my machines (and with friends) with 99.999999999999% accuracy. Good job Dropbox. Then… Dropbox decided they needed there own app (for reason that I still have yet to figure out). Now at random time this stupid dropbox app shows up in my doc and I see no way to turn it off.
Creating a great scoring system in a board game can be a difficult process. Once you craft the basic concepts of your game and find the right mechanics to express them , you have to set rules. Scoring rules are among the most important, particularly in euro games. So how do you do it? How do you make an arbitrary point system feel fluid and connected to the underlying ideas in your game?
What are some good dungeon crawl roguelikes or roguelites released in the last year? Must be a roguelike/lite. Must be a dungeon crawl. Must have been released in the last year.
As mentioned in the first part of this progress report , Godot is taking part in the Google Summer of Code (GSoC) programme for the second time, and we have 8 students working on specific projects for Godot Engine. We're now in the middle of the GSoC 3-months coding period, and we asked students to write a progress report to present their project and the work done so far.
As announced previously , Godot is participating for the second time in the Google Summer of Code (GSoC) programme, which lets students from all over the world work for three months on specific projects thanks to a Google stipend. In 2018 we had 5 students working on various features for Godot Engine, and you can read about their work in last year's progress report.
In this devlog I will be talk about what I have been working on for the last two months. There are some nice new goodies coming for C# users with Godot 3.2. Before starting, I would like to announce that this work is possible thanks to a generous donation of $24,000 by Microsoft. This grant will be used to fund my work on C# in Godot for a year. This is the second time I receive a grant from Microsoft to work in Godot and I'm extremely grateful.
The past few weeks have been very exciting on the ARVR front. It looks like Godot 3.2 will have at least two major additions. ARKit. Work on ARKit had been going on for well over 1.5 years. Most of the functionality was already working in Godot 3.0 and in use by several developers. Earlier in the year we finally made a push to tie off a number of loose ends and the functionality was merged into the master branch.
It's been a long time since our previous release in the 2.1 branch! "Wait," I hear you say, "is the 2.1 branch still maintained 3 years after its first release?" The answer is yes, on a "best effort" basis and focusing on release critical and security issues. What we consider "release critical" are issues which prevent people using Godot 2.1.x in production from releasing or updating their game, such as crash issues and adapting to the changing requirement
One of the hallmarks of good board game design is being able to create hard choices. Particularly when hard choices come from simple mechanics. Sounds easy enough to do, but it’s actually really tough from the designer’s perspective! Let’s talk about how you can create hard choices in your board game. Many of you know that our Kickstarter campaign, Tasty Humans , has just debuted on Kickstarter !
Perfect board game pacing is one of the most underrated aspects of board game design. Somewhere between overwhelm and ennui, there lies a middle ground where a game is perfectly paced. A great board game feels challenging and interesting throughout. So often, when we’re balancing our designs , it’s because we’re trying to nail down board game pacing.
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