This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
Creating board games takes an enormous amount of time and effort. The simple fact is that there are a lot of distinct tasks that have to be handled to turn a game from an idea into reality. This is why I urge each new board game designer to share the workload , delegating tasks to a team instead of doing them all alone. When it comes to delegation, it helps to define some roles.
Welcome to the third pre-launch weekly AtG update! Every Sunday afternoon a new article will go up, and each week will have its own theme. This past week our theme was economics, and you can also follow along with future (or past) daily updates on Twitter. You can also check out previous weekly updates on the AtG … Continue reading AtG Weekly Update #3 – Economics.
For this year’s Project Horseshoe, an annual game designer think tank, our workgroup investigated small-scale MMOs. You can read the other reports here: [link] Our group consisted of: Alexander Youngblood, Game Designer at ArenaNet Amy Jo Kim, Chief Executive Officer at Shufflebrain Crystin Cox, Principal Program Manager at Microsoft Daniel Cook, Chief Creative Officer at […].
We released Godot 3.1 alpha 3 last week, and it's now time for another alpha build, 3.1 alpha 4. We plan to have a last alpha build within one week, and then we should be ready to move into the beta stage, where we only merge critical bug fixes until the branch is stable enough for the final release. 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!
Interesting tidbit. Last quarter, Thimbleweed Park did 3x as well on Switch than Steam and overall has done better than Steam. It's hard to tell if we did really well on Switch are just badly on Stream. Probably a little of both. Steam sales were never where I thought they should be. The Apple number is a little misleading due to the Mac App Store and iOS being lumped together.
After dad died, trying to be useful, we looked through his office. ‘Office’ is underselling it – there was so much equipment that it could equally qualify as a workshop or even a lab. It had the special kind of ordely chaos of a place filled with a thousand incredibly specific things, meticulously organised by type, when you don’t know any of the types.
Is Elder Scrolls Online better today compared to when it was released back in 2014? Yes it is. If you're up for an adventure, read on as we explore how ESO plays in 2018. The post Review: Elder Scrolls Online (2018) appeared first on Sunday Sundae.
Is Elder Scrolls Online better today compared to when it was released back in 2014? Yes it is. If you're up for an adventure, read on as we explore how ESO plays in 2018. The post Review: Elder Scrolls Online (2018) appeared first on Sunday Sundae.
Introduction and index of this series is here. Someone at work posted a “Web Development With Assembly” meme as a joke, and I pulled off a “well, actually” card pointing to WebAssembly. At that point I just had to make my toy path tracer work there. So here it is: aras-p.info/files/toypathtracer Porting to WebAssembly The “porting” process was super easy, I was quite impressed how painless it was.
Very sad news about one of our profound inspirations as writers, @ TheRealStanLee. His book “Origins of Marvel Comics,” in which he describes how his creative process begins by asking “What If?” was one of the first books on storytelling we ever read. # Excelsior.
We just put a new feature in Fantasy Strike that’s notable because it’s never been done before. There are now visual effects on every hit that show if you recover first, or if your opponent does. The bigger the magnitude of the effects, the longer you (or your opponent) has to act before the other player. The concept of who recovers first after a move hits or is blocked is called “frame advantage” in fighting games.
Over the last couple of weeks of Behind the Scenes: Lessons from a Kickstarter Board Game Publisher , I’ve talked about some of the strange goings-on I’ve noticed in the board game industry. I’ve talked about why People are Weird, Markets are Weirder…Especially with Board Games and Why Board Game Publishers Like Some Games and Don’t Like Others.
Welcome to the second pre-launch weekly AtG update! Every Sunday afternoon a new article will go up, and each week will have its own theme. This past week our theme was the clans, and you can also follow along with future (or past) daily updates on Twitter. You can also check out previous weekly updates … Continue reading Weekly AtG Update #2 – Clans.
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.
Last month we announced the GodotCon 2019 in Brussels (4-5 Feb 2019), as well as a contributors-focused Godot Sprint (31 Jan & 1 Feb 2019) and our stand at the FOSDEM 2019 (2-3 Feb 2019). We have a few updates since then: We found a venue for GodotCon and the Godot Sprint: it will be at the Ludus Académie , like last year (Quai du Commerce, 48, 1000 Brussels).
It's missing the pulley in the middle. Archie McPhee's is only a 5 minute drive from me, so I might head down there and protest. I'll need signs. Someone call the local TV station.
I love Deus Ex, System Shock 2, and Dishonored 2, and the name for these games is dumb: they’re ‘immersive sims’ If you asked me what I liked about them, my answer would be a phrase almost as dumb: ’emergent gameplay!’ I always used to think of these as virtually the same thing, but of course they’re not. Immersive sims usually have a whole list of traits, things like: Multiple solutions: you can overcome most problems in more than one way – the minimum
Do you like to drive really really fast? Then the latest F1 2018 game is for you! I've been busy playing this for a while and am ready to share my experience with you all. The post Review: F1 2018 appeared first on Sunday Sundae.
I just did a “hey kids, let me tell you about demoscene” event at work, where I talked about and and showed some demos I think were influential over the years, roughly sorted chronologically. Here’s that list, in case you also want to see some demoscene things. There’s a whole bunch of excellent demo productions I did not show (due to time constraints); and I mostly focused on Windows/PC demos.
Telltale Games died because it stopped moving forward : Pour one out for Telltale. We praise their work in “Slay the Dragon,” and we hate to see a story-game-focused company fold like this, but we found Kuchera’s to be a fair assessment.
Prototype is ready! Watch the new trailer for GenoTerra right here: 96. Normal. 0. 21. false. false. false. DE. X-NONE. X-NONE. I know it has been a long time since the last blog post to this project. But I can now proudly announce that a playable prototype for the video game GenoTerra is finished (and I graduated with the Master in Design *yay*). I changed plenty of things from the last time I posted about coherent creature design in April, I did a play testing with a couple of people and witho
It’s no secret that board game publishers like to reduce risks. Most publishers have a system in place to help them filter marketable game ideas from unmarketable game ideas. Explained this way, it sounds innocuous. It looks like a true meritocracy where the best ideas are the ones taken to the market. Yet the process, so heavy on rejection, has left many game designers heartbroken.
Happy new year! Time flies when you’re having fun and 2017 totally flew by. I haven’t done a great job at updating this blog but this all changes TODAY. You know, in the spirit of all good new year’s resomolutions. First things first. What the hell have we been up? Well, since I haven’t posted in a while and I don’t want to make this a behemoth of a post, I’m going to conveniently itemize the most important points.
Welcome to the first weekly AtG update in the final countdown to the January 23 release date! Every Sunday afternoon a new article will go up, and each week will have its own theme. This first week our theme has been the map, and you can also follow along with future (or past) daily updates … Continue reading Weekly AtG Update #1 – The Map.
As promised, to celebrate the release of the iOS and Google Play version of Game Dev Tycoon, we’ve now updated the Desktop versions of the game. Here are the goodies: Pirate Mode. Try your luck surviving the harsh realities of piracy in this new ultra-hard game mode in which you have to invent DRM and sell company shares to survive. You can find the pirate mode under the advanced options when starting a new game.
Already more than a month since our previous alpha , yet we haven't been idle in the meantime. Hundreds of fixes and enhancements have been done in the master branch, which we are pleased to bring to you as Godot 3.1 alpha 3. This new development snapshot brings us one step closer to the beta stage, which we should reach before Christmas. 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
I think the game I'm looking forward to the most next year is Classic World of Warcraft. I spent a good chunk of my waking life playing WoW when it first came out. I even started a Monkey Island themed guild that sported over hundred members, most of which never got above level 12. But it was good times.
I was recently in Essen for the release of NEOM, which is what the game previously known as Draftopolis or City Draft (written about extensively here and mentioned briefly here ) has become after being published by Lookout Games. And while overall I've been overjoyed with the response, I've seen a few comments from people who dislike the inclusion of the disaster tiles in the game, and I realized that I haven't ever sat down to write out my thoughts for why I included the mechanic despite knowin
Looking for the perfect Christmas gift for a gamer? As a gamer myself, I did a round up of items I would love to receive for Christmas. Take a look! The post Christmas Gifts For Gamers – 2018 Guide appeared first on Sunday Sundae.
Hello! End of June & start of July we were traveling in Iceland, so here’s some photos and stuff. I’ve heard that some folks somehow don’t know that Iceland is absolutely beautiful. How?! Here’s my attempt at helping the situation by dumping a whole bunch of photos into the series of tubes. Planning We’ve been to Iceland before; what we did differently this time was: Almost 2x longer trip (11 days), Our kids are 5 years older (15 and 9yo), which makes it easier!
Bridging the Gap Between Gameplay and Storytelling: A Normal Interview with Robert Denton Bryant and Keith Giglio : We had a great time talking to Christina Legler of The Normal School about our book and how writing games is moving up the respectability food chain. Also, Spielberg!
Designing the game world's creatures. As I promised in this chapter I will dig deeper into the designing process around the creatures that will be walking on the procedural terrain. Therefor I will present a technique, which is actually more of an artist’s life hack to keep yourself unintentionally creative than an actual technique in my opinion.
For the last few years, we’ve been living through a glorious age: the Great Board Game Renaissance. In a world aglow with smartphones, tablets, and those annoying billboards that change every five seconds on the side of the road, analog gaming has become a welcome retreat for millions. I wouldn’t have expected history to unfold like that when I was a kid, but here we are.
To conclude this series on my favorite pieces about Far Cry 2, I have chosen a handful of pieces that, for one reason or another, I felt did not ‘fit’ in the Top 10. I chose to keep there pieces.
Almost two and a half years ago, Soren Johnson did a long, in-depth interview with me and he just released the second part of it (both parts linked below). Part 2 covers the beginnings of Fantasy Strike, Yomi strategy including what to do on the first turn, a little about Pandante’s updated version, Puzzle Strike’s emphasis on player interaction, Puzzle Strike and Codex’s solution to free-for-all games, and the toughest design problems in making Codex.
Welcome to the surprising second part of our Android release reports. If you missed part one, you can catch up on it here. In this report, I had expected to write about sales numbers and piracy rates but given the series of mind-boggling events this past week, this will have to wait a little. After the phenomenal reaction on our first day, things continued quite well, and by day six, we had an unbelievable rating of 5.0 from over two thousand players. 5 stars.
It has been a year since we started actively asking for donations on Patreon (and other means). Thanks to that, I could work paid for an entire year so far (which has resulted in dozens of new features and me helping a huge amount of contributors). Thanks to that, also, Rémi could also work full time since March and help ease the big chaos of our large number of contributors, as well as many of his dedicated project manager tasks which, as you can see, keep growing and growing: And we could also
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content