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Last week , I filled up a map of the United States with byways and breakpoints. They are the red and blue lines and dots you see below. This week, I’ve connected the dots with highways which are white and outlined in black. The highways exist so that players can move around the board between byways. Though they do not follow true paths of the United States’ multiple highway systems in shape, they do approximately reflect the distances that must be traveled between different points.
Get ready to Meet the Nodes in person: we are organising a Godot event on Saturday 22 April 2017 in Paris, where many Godot developers will be giving talks, lead workshops or just be available to discuss the engine and game development! It's worth noting that our lead dev Juan Linietsky ( reduz ) will be present too, which is a great opportunity for our European community to finally meet him in person.
I released Morphblade last week, which is a game I made in direct response to Michael Brough’s Imbroglio. They’re both games where you move around a grid of different tile types, and the one you’re standing on determines what you can do there. I’ve also been playing a lot of XCOM 2 lately, and dreaming up my own indie equivalent to solve its clarity problems.
Highways & Byways is just starting to come together as a cohesive project! Despite working at my day job every day this week, I’ve managed to dedicate a full 10 hours this week to game development and game development alone. I think this is important. I’m still dealing with sales, marketing, and fulfillment from War Co. , you know! It would be very easy to slip into day-to-day routines that do not advance Highways & Byways.
Ever find yourself paralyzed in the face of fear? Ever find yourself stuck in your creative project? This post is for you. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. Freedom is terrifying. Well, at least it can be. The cousin of freedom is responsibility. As you become a creator, you have to bear the simple truth that your actions have more direct consequences than they will for most people.
Pack a cooler, fill up the gas tank, and grab a 20 oz. styrofoam cup of coffee. We’re going on a road trip! Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. I’ve been hinting and hinting and hinting and hinting at a new board game project for a while. Today, I’m making it official!
Brandon: The following is the second guest post by Burt Yaroch of the Healthy Gaming Network. Not only does he help gamers make healthier choices, but he’s a fledgling designer himself! Today he shares with us a game he really enjoys: Colony. Burt: I’ve fallen in love with Colony by Bezier Games, designed by Ted Alspach, Toryo Hojo, and N2 (the pen name for Yoshihisa Nakatsu).
Brandon: The following article is a philosophical guest post by Michael Heron. He’s the professorial mind behind Meeple Like Us , a board game review site with an academic focus on accessibility. His site is a good read, you should check it out! Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.
Brandon: The following article is a philosophical guest post by Michael Heron. He’s the professorial mind behind Meeple Like Us , a board game review site with an academic focus on accessibility. His site is a good read, you should check it out! Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.
Board games are complex projects. Every board game is unique. It’s not a commodity like ballpoint pens, Corn Flakes, or toilet paper. You can’t use purely quantitative metrics to check whether it’s good or not. You can’t even directly compare your board game to other board games. To know whether your board game is complete, you have to use qualitative metrics.
I’ve written before about some of the rude awakenings I experienced when starting a board game business. So many of our sorrows are born of the disparities between our expectations and reality. It’s my hope that by spelling out the specific things that happened to me, I can prevent you from being surprised and disappointed by some of the harsh realities of game development.
February was spent mostly rewriting the import and export workflow of Godot, so not many pretty visual features were added. At the end of the month, I also went to San Francisco for GDC. Import workflow. The import workflow is mostly complete. Beginning with Godot 3.0, Godot will attempt to import files transparently (no more import -> menu), more in the vein of how Unity works.
This is the game I started last year, when I needed a break from Heat Signature, and I’ve continued to tinker with it on the odd weekend or evening. It’s crystallised into something I really enjoy playing, so I asked testers what they thought it was worth. The average answer was $5, so $5 it is! It’s out now on Steam, for Windows. Morphblade was heavily inspired by Imbroglio , so I asked Michael Brough’s permission before developing and selling it, and he was kind enough
You probably found me through Twitter. I have data that says so. My first game, War Co. , succeeded because of social media. As I write this, I have over 10,000 followers between the War Co. and blog Twitter accounts and over 25,000 followers on Instagram. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.
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