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Twilight Imperium is among the greatest board games of all time according to BoardGameGeek. Within that notoriously hard-to-please community, it holds a staggering 8.7/10 rating. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. It’s also got an absurdly high complexity rating of 4.2/5 and a play time of 4 to 8 HOURS.
A couple of weeks as ago we had the pleasure to have Lloyd Melnick on the Deconstructor of Fun podcast to discuss the subscription business model. Since then, I’ve read Lloyd’s article “ Subscriptions: The new weapon in the game monetization arsenal ” half a dozen times and turned from a doubter of subscriptions into a believer. I’m thrilled to have Lloyd’s post reposted with, some additions, on Deconstructor of Fun.
As part of the MOSS project sponsored by Mozilla, during July I worked on some new features regarding cryptography and SSL to improve the quality and security of Godot networking. Certificates and keys as resources. SSL certificates (in the form of *.crt files) and private keys (in the form of *.key files) are now treated as resources in Godot. This means they will be exported automatically and they can be loaded via the GDScript load() function.
So! A while ago I worked on adding -ftime-trace support for Clang. That landed and shipped in Clang 9.0 in September of 2019, so \(^O^)/ Looks like it will also be coming to Sony development tools soon (see SN Systems blog post). All that is good, but it works on one compiled file at a time. If you know which source files are problematic in your whole build, then great.
I’ve been working on things behind the scenes for quite some time, as has our team behind Fantasy Strike. Starting in October, I’ll begin showing this content to our patrons at patreon.com/sirlin. I plan to show something new about every two weeks for at least the next year. There’s that much in store. It’s really a lot of stuff and it will take a long time to roll all of it out, so come along for the ride.
This week while working on my current board game design, a lot of things have come into focus. Now it’s time to start tweaking board game rules. This is where board game design often becomes very tricky. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. With this in mind, let’s talk about how exactly you can make board game rules.
This is the second and the final part of the series on how to build and grow products with data (you can find the first part here ). This two part series is written by, Oleg Yakubenkov , CEO @ GoPractice. Oleg has built his data driven product management expertise working on some of the biggest games as well as some of the biggest social platforms in the World.
Goal Met! After some months, the project has received enough funding to be able to do a new full time hire! Thanks hugely to everyone who is supporting us, as your help has allowed us reaching this far! Pedro Estebanez is still on track. Unfortunately, it was difficult for us (and him) to predict when the goal would be met so, due to timing issues, he recently got into a new paid contract with a client (Pedro has been the first of our contributors who became a professional Godot consultant, and
Chaos Community Days are a meeting of minds for those involved in chaos engineering and related disciplines. They usually feature short presentations on a single track, as well as guided conversations on a variety of topics. Chaos Community Day 2019 was the first to be held in Europe, and I was excited to be invited to attend. What is Chaos Engineering?
Evo is considering new rules for which controllers are allowed in their tournaments. Their call for feedback on rules is here. Their actual rule document is here. In my opinion, Hit Box controllers should be banned. I find discussions of this topic often muddled by bad arguments which makes it difficult to get to the substantive part. I will explain the forces at work.
Leder Games really nailed it when they came out with their board game Root in 2018. It’s broken into and remained within the Board Game Geek top 50. Indeed, on the Pangea Games Facebook group where we regularly give away free board games, Root has by far the most popular prize we’ve ever given away (all three times we’ve done it)! Need help on your board game?
This two part series on how to build and grow products with data is written by, Oleg Yakubenkov , CEO @ GoPractice. Oleg has built his data driven product management expertise working on some of the biggest games as well as some of the biggest social platforms in the World. this series is written by Oleg Yakubenkov , CEO @ GoPractice. GoPractice is a tool I would have loved to have at the beginning of my product management career and it’s a tool that I love having now, a decade into making and o
For the second time, Godot took part 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. We had 8 students working for on great new features all around the engine, and they reported on their progress regularly on this blog, with a first ( part 1 and part 2 ) and second progress report.
Last week, I posted A Crash Course in Games , where I acted as a tour guide to the board game industry, covering much of the contextual information you’ll need to make games. Let’s pick up from there and talk about what specifically goes into making a game. What is board game development all about? Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.
Twilight Struggle has been considered one of the best board games of all time. It’s been on the Board Game Geek Top 10 for as long as I can remember and for a while was the #1 game. Twilight Struggle is in equal measures incredible and frustrating, needlessly complicated and elegant in its simplicity. No matter how you feel about it, there is a lot that new board game designers can learn from it.
Speed up your iteration times and solve your Unity memory challenges now with this Addressables Tutorial for Unity 2021+. Achieve massive benefits in no time.
The past two years, the project kept growing at a steady pace. One of the most important consequences of this growth process is that our GitHub issue tracker has exploded with ideas, proposals and bug reports. Too many proposals. While we have a very clear guideline on how bugs have to be reported, proposals went usually from simple ideas like "Implement bluetooth multiplayer" to detailed plans for enhancements.
Work on porting the rendering engine to Vulkan continues at a steady pace. See other articles in this Godot 4.0 Vulkan series: Vulkan progress report #1. Vulkan progress report #2. (you are here) Vulkan progress report #3. Vulkan progress report #4. Vulkan progress report #5. Vulkan progress report #6. Vulkan progress report #7. 3D Rendering. Work on 3D rendering has begun.
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