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Heads up: this fulfillment article assumes you live in the USA. Even if you don’t, it’s still helpful – but it’s not as specific to your needs. Fulfillment is one of the trickiest parts of any board game Kickstarter. It requires your inventory being sent from your manufacturer via freight shipping agencies through customs agents to warehouses and finally to your customers.
This is a great four-part series about Roguelikes from the GOLDEN KRONE HOTEL website. Part 1: Burden of Knowledge Part 2: Identification Part 3: Terrible Controls Part 4: Bog Standard Dungeons Roguelikes are one of my guilty pleasures, although I don’t play a lot of different ones and I can safely say I’ve never heard of most of the games mentioned in this series (my first experience with Rogue was on a UNIX machine when I started at Lucasfilm).
Long awaited, Godot 3.1 alpha 1 is our first milestone towards the stable release of Godot 3.1, packed with 7 months of development since Godot 3.0 (over 3,500 commits!). Contrarily to our 3.0.x maintenance releases , which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!
It’s been five whole years since Game Dev Tycoon released on Steam. Time for a brief illustrated trip through the game’s history. Back in 2011, my brother Daniel and I (we are both software developers) decided that we wanted to try to make a game. After days of brainstorming and discussions, we settled on the idea of making a game dev simulator.
This is a great four-part series about Roguelikes from the GOLDEN KRONE HOTEL website. Part 1: Burden of Knowledge. Part 2: Identification. Part 3: Terrible Controls. Part 4: Bog Standard Dungeons. Roguelikes are one of my guilty pleasures, although I don't play a lot of different ones and I can safely say I've never heard of most of the games mentioned in this series (my first experience with Rogue was on a UNIX machine when I started at Lucasfilm).
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