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Tasty Humans is the latest, and in my opinion, the greatest creation of Pangea Games. It’s a tile-placement, puzzle-solving board game for 1-4 players about villagers attacking monsters. Except it’s from the monsters’ point of view! The Tasty Humans Kickstarter went on to raise $20,536 and then several thousand more on BackerKit for a total of $28,000 and counting.
Camera code is really hard. Don’t let anyone tell you otherwise. Writing camera code that is technically correct is easy. Writing camera code that feels right is really hard. You will spend the entire duration of your project tweaking your camera code to make it feel right. You will never be happy with it.
How would you cut your content update iteration times by 10x? You know, these 5+ days you may spend to ship a new build with updated game assets. Let's see how to improve these times with addressables and PlayFab.
Expecting a Vulkan progress report? Not this month! As Godot 3.2 was released by the end of January, February was purely dedicated to do large core refactoring in preparation for Godot 4.0. This is required to unblock other contributors and their areas. Core refactoring? Godot 3.0 was released more than two years ago. With it, the amount of Godot users kept growing quickly and steadily.
This post is written by Sophie Vo who’s building a kick-ass game team at Voodoo Berlin. Hi! I am Sophie, a creative Game Lead working at Voodoo. In my professional journey, I have led multiple teams all over the world - remote teams in South America, Southeast Asia and Eastern Europe at Gameloft, international teams in Berlin at Wooga and Nordic cultural teams in Finland at Rovio.
Hey, more Steampunk! I’ve got a story in the fourth “Mormon Steampunk” anthology, A Mighty Fortress , which releases on February 18th and is available for pre-order now. We’ve got some short video trailers for some of the stories. This one is for my story, “The Tunnel.” The Tunnel is loosely inspired by a legend circulating around Britain and parts of Europe from the late 1800s (but surviving until at least the middle of the 20th century) about the “Morm
When I was a neophyte game developer, I found an excellent article by Wizards of the Coast, creators of Magic: the Gathering , called Ten Things Every Game Needs. It was written almost five years ago, but the wisdom within the article is still very relevant. This two-part article was so influential in my initial design of War Co. that I actually quoted it in my business plan.
Camera code is really hard. Don't let anyone tell you otherwise. Writing camera code that is technically correct is easy. Writing camera code that feels right is really hard. You will spend the entire duration of your project tweaking your camera code to make it feel right. You will never be happy with it.
Camera code is really hard. Don't let anyone tell you otherwise. Writing camera code that is technically correct is easy. Writing camera code that feels right is really hard. You will spend the entire duration of your project tweaking your camera code to make it feel right. You will never be happy with it.
Here's a question for those of you who develop for Oculus VR. How much do you really know about the Oculus CPU and GPU hardware levels? Let's see what these hardware levels are doing to your game.
Godot communities keep growing steadily around the world. As a result, in the past years, many local groups related to Godot usage and development have started to appear in different continents, countries and cities. Each of them usually has their own model and activities, but often suffer of visibility problems, as it is difficult for Godot users in those regions to know such groups exist and what they do.
This analysis is written by UX Reviewer’s Om Tandon and product guy and blog writer Alexandre Macmillan To make sure you don’t miss all the following prediction posts, please do subscribe to the Deconstructor of Fun newsletter. You can find all of our 2020 predictions here. Unless otherwise specified, all the data has been provided by the wonderful services of App Annie.
Most projects you will create in Unity are probably intended to be interactive. They should be able to respond to mouse clicks and drags, keyboard, touch, or other forms of user input. This tutorial will cover a variety of options by which you can manage these types of events. MonoBehaviour Events. Tip – the methods we will examine here are very quick and easy to use, but I consider them to be “legacy” code.
Tasty Humans is the latest, and in my opinion, the greatest creation of Pangea Games. It’s a tile-placement, puzzle-solving board game for 1-4 players about villagers attacking monsters. Except it’s from the monsters’ point of view! The Tasty Humans Kickstarter went on to raise $20,536 and then several thousand more on BackerKit for a total of $28,000 and counting.
Just under two years ago, I wrote about how we run fire drills (incident management role play scenarios) in the Core tribe. The post covered the mechanics of planning and running the drills, but also talked a bit about the tools that we were using. Since then, a lot has changed in how our fire drills work, and this post will cover the “what” and “why” of those changes.
Hello Godotters, as part of my November work (sponsored, as always, by Mozilla ) I've been working on finalizing DTLS support I wrote about in a previous report , and implementing a custom ENet socket layer that uses it. This allows for optional, transparent, easy-to-use encryption of the high level Multiplayer API when using the ENet peer ( NetworkedMultiplayerENet ).
To make sure you don’t miss all the following prediction posts, please do subscribe to Deconstructor of Fun’s powerful newsletter. You can find the previous predictions here. Unless otherwise specified, all the data has been provided by the wonderful services of App Annie. Please take the numbers with a giant grain of salt. They are meant more for trend analysis based on estimations, rather than an exercise in accuracy.
This is the last of four articles in the Failure Recovery series on Start to Finish. My own recent failure to launch a board game in 2018 , Highways & Byways , is what inspired this detour from the originally planned articles. I think that a frank discussion of failure – what it looks like, the consequences, and moving forward – is really important for new creators to learn.
Take this Unity Performance Checklist for Unity that I've been writing over the years and use it in your current and future projects to avoid bottlenecks.
Godot 3.2 was released a few weeks ago as a major update to our free and open source engine, bringing close to one year of development to our users. Since then, work has begun in Godot's master branch to merge the preliminary Vulkan support and start the rework of the engine internals that we had planned over the past two years. All this work is for our future Godot 4.0 and will not be included in maintenance 3.2.x releases to preserve compatibility and stability.
This post is outdated and it does not reflect the current state of the Navigation Server in Godot 4.0. If you want to read more about the most recent version you can do so here: [link]. [link]. Godot 4.0 features start to land in the development branch, and I'm pleased to introduce you the new NavigationServer and NavigationServer2D interfaces. In previous Godot versions, we didn't have a Navigation server and everything was done through the use of the Navigation node.
In many Git-based development workflows, the default master branch is where most of the development happens. It can be from well-defined feature branches (or in our situation Pull Requests) that are merged into master once ready, or with development work happening directly on this branch. Whatever the workflow, the master branch will rarely be meant for use in production, and end users are only encouraged to use it if they want to help with day-to-day testing, not if they want to get some work d
Next month it will be time for GDC yet again! The project leadership will be attending the event for meetings and we are starting to build our schedule for GDC 2020. If you would like to meet with us, please let us know (write to contact at godotengine · org ) so we can reserve a slot for you for meeting, go for lunch, dinner or a coffee! It is not certain this year whether there will be official Godot activities during GDC as we did not have a lot of time to organize so, if you want to meet wit
Does your Godot-made game or tool (published or work in progress) fill you with joy? Would you like to proudly showcase it in the upcoming 2020 showreel? Please send us a short video of it! Requirements: Video: Length between 10 and 15 seconds. Feel free to send a bit more for the editor to pick if you wish, although it will most likely be cut to a shorter length.
This analysis is written by Abhimanyu Kumar with special contributions from UX Reviewer ’s Om Tandon and Brett Nowak , CEO of Liquid & Grit. Also supported by insights from Lloyd Melnick. To make sure you don’t miss all the following prediction posts, please do subscribe to the Deconstructor of Fun newsletter. Unless otherwise specified, all the data has been provided by the wonderful services of App Annie.
With great excitement, today we want to officially announce the great honor of having been awarded an Epic MegaGrant! This is a huge honor for us and greatly helps to keep on improving Godot development at an even greater pace. We want to personally thank Tim Sweeney for the encouragement and support, and for sharing the belief that open source software makes the world a better place.
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