2018

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Board Game Designer vs. Developer vs. Publisher

Brand Game Development

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.

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A Better Architecture for Unity Games

The GameDev Guru

After working six months on the remake of Diamond Dash with Unity I can say that I learned quite a lot from the engineers at Wooga on top…

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Where's the Pulley?

Grumpy Gamer

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.

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AtG Weekly Update #3 – Economics

Jon Shafer

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.

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Social Design Practices for Human-Scale Online Games

Lost Garden

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 […].

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Dev snapshot: Godot 3.1 alpha 4

Mircosoft Game Dev

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!

Alpha 52
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Dad And The Egg Controller

Tom Francis

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.

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Pathtracer 17: WebAssembly

The Astronauts

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.

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Very sad news about one of our profound inspirations as.

Game Writing Blog

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.

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A Fighting Game First: Showing Frame Advantage

Sirlin

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.

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How to Understand the Tabletop Gaming News Cycle

Brand Game Development

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.

Media 130
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Unity SRP Overview: Scriptable Render Pipeline

The GameDev Guru

I decided to do some research and write an upcoming experimental Unity feature: Scriptable Rendering Pipelines. Why?

Render 100
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Thimbleweed Park Sales

Grumpy Gamer

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.

Console 52
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Weekly AtG Update #2 – Clans

Jon Shafer

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.

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Happy 5th Steam Release Anniversary

Greenheart Games

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.

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Call for participation for GodotCon 2019

Mircosoft Game Dev

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).

Engine 52
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What Works And Why: Emergence

Tom Francis

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

Sandbox 52
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Review: F1 2018

Sunday Sundae

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.

Games 52
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Random list of Demoscene Demos

The Astronauts

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.

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Telltale Games died because it stopped moving forward

Game Writing Blog

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.

Games 52
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GenoTerra - The finished prototype.

Mnenad

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

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Why Board Game Publishers Like Some Games and Don’t Like Others

Brand Game Development

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.

Games 130
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Plans for Frankie in 2018.

Rindoku

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.

Alpha 52
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World of Warcraft

Grumpy Gamer

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.

Writing 52
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Weekly AtG Update #1 – The Map

Jon Shafer

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.

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v1.6 Released: New Pirate Mode, New Game Content and Better UI

Greenheart Games

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.

Content 52
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Dev snapshot: Godot 3.1 alpha 3

Mircosoft Game Dev

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

Alpha 52
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natural disasters in NEOM

Interesting Choices

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

Tile 52
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Christmas Gifts For Gamers – 2018 Guide

Sunday Sundae

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.

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Iceland Vacation 2018

The Astronauts

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!

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Bridging the Gap Between Gameplay and Storytelling: A Normal Interview with Robert Denton Bryant and Keith Giglio

Game Writing Blog

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!

Writing 52
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Coherent Creature Design

Mnenad

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.

Terrain 52
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What is a Tabletop Game? This is Everything that Goes into Making a Board Game.

Brand Game Development

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.

Games 130
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The Tin Man of Far Cry 2: Part 7

Click Nothing

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.

Games 40
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Job Opening

Grumpy Gamer

I have a (paid) art job opening for my side project. I'm not going to say much about the game other than what I'm looking for in an artist. Think of it as a puzzle. I'm looking for a great 2D pixel tile artist. You need to have experience building tiles sheets for a tile-based game, I would prefer it if you've worked on a released game, but if haven't and your art is just a hobby and you're really good, that's OK.

Tile 52
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Designer Notes Interview, Part 2

Sirlin

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.

Puzzle 40
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The curious case of Google removing over 77% of all our positive reviews

Greenheart Games

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.

Puzzle 52