Sat.Feb 24, 2018 - Fri.Mar 02, 2018

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5 Reasons Why Mentoring Your Fellow Board Game Developers is So Important

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Just here for Highway s & Byways updates? Click here. Self-publishing a board game for the first time is an incredibly disorienting and complicated experience. Many of you know I created this blog to mentor first-time game developers after my unorthodox start in the board game industry.

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Haunted by the Cave

Grumpy Gamer

Of all the games I've released, I'm haunted the most by The Cave. I guess when a game percolates in your head for 30 years, it's bound to mean something. I've released good games and I've released bad games, but I always felt I knew which was which, if not before releasing, it always became apparent soon after. I'd look at the game and understand why it failed or succeeded.

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Optimize Vegetation Generation

Mnenad

Step by step to dense vegetation and acceptable FPS. Since the last post I’ve been working on the terrain’s vegetation. Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. The big problem was (and still is in some cases): HOW CAN WE GENERATE DENSE VEGETATION AND PLACE IT FAST AND WITHOUT TO MUCH FPS DROP AFTER THE GENERATION PROCESS ?

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Maintenance release: Godot 3.0.1

Mircosoft Game Dev

Since we haven't found any major issues in our release candidate , we are now releasing Godot 3.0.1! The only regression reported was a renaming issue on Windows which we fixed. If you were eagerly waiting for 3.0.1, you can go directly to our Download page and get the benefits of all the fixes! Both the itch.io and Steam distributions are updated. We have added many new features to the editor (and several to GDScript) in this release which we think will make your use of Godot even better.

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How to Manage Artists on a Board Game Project

Brand Game Development

Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the seventeenth of a 19-part suite on board game design and development. Artists are some of the most important people you will work with when you’re creating a game. Making sure they are happy and understand the needs of your project is critical to your game’s success.

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Ransome *Unbeeped*

Grumpy Gamer

We just released the new Ransome unbeeped DLC on Steam and GOG. Give the trailer a watch, but I have to warn you, if you're offended by words like beep , beeper , beephole , or beephead you might want to avert your ears. It's a little depressing that a few people are actually upset that we're charging $1.99 for this. Making this wasn't free. It took a lot of work.

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Moving to Vulkan (and ES 2.0) instead of OpenGL ES 3.0

Mircosoft Game Dev

Edit: Changed post title for clarity (previously Abandoning OpenGL ES 3.0 for Vulkan (and ES 2.0) ). We are not abandoning the current OpenGL ES 3.0 backend right now : as outlined in the post, we will start working on a Vulkan backend, which will eventually coexist with the OpenGL ES 2.0 and 3.0 backends - and eventually we might deprecate the OpenGL ES 3.0 backend if Vulkan cuts it.

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