Goodbye 2018. Hello 2019.
Grumpy Gamer
DECEMBER 31, 2018
Brand Game Development
DECEMBER 17, 2018
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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The GameDev Guru
APRIL 10, 2018
I decided to do some research and write an upcoming experimental Unity feature: Scriptable Rendering Pipelines. Why?
Jon Shafer
DECEMBER 30, 2018
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.
Lost Garden
DECEMBER 28, 2018
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 […].
Mircosoft Game Dev
DECEMBER 21, 2018
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!
Tom Francis
DECEMBER 18, 2018
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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The Astronauts
NOVEMBER 16, 2018
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.
Game Writing Blog
NOVEMBER 12, 2018
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.
Sirlin
OCTOBER 4, 2018
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.
Grumpy Gamer
DECEMBER 30, 2018
Ron Gilbert's often incoherent and bitter ramblings about the Game Industry
Brand Game Development
DECEMBER 10, 2018
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.
The GameDev Guru
APRIL 1, 2018
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…
Jon Shafer
DECEMBER 23, 2018
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.
Greenheart Games
AUGUST 30, 2018
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.
Mircosoft Game Dev
DECEMBER 18, 2018
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).
Tom Francis
JULY 30, 2018
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
Sunday Sundae
DECEMBER 7, 2018
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.
The Astronauts
AUGUST 3, 2018
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.
Game Writing Blog
SEPTEMBER 26, 2018
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.
Grumpy Gamer
DECEMBER 20, 2018
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.
Grumpy Gamer
DECEMBER 19, 2018
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.
Grumpy Gamer
DECEMBER 7, 2018
Ten Great Adventure-Game Puzzles P.S. I’m not linking this just because I’m mentioned three times. Really. I’m not.
Grumpy Gamer
DECEMBER 4, 2018
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.
Grumpy Gamer
DECEMBER 3, 2018
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.
Brand Game Development
DECEMBER 3, 2018
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.
Brand Game Development
NOVEMBER 19, 2018
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.
Grumpy Gamer
NOVEMBER 14, 2018
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.
Grumpy Gamer
NOVEMBER 13, 2018
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.
Grumpy Gamer
NOVEMBER 1, 2018
Doing testing on closures. This also makes my head hurt. What do you think this will print? local t = { bar = 100 f = function() { print(this.bar) } } t2 <- { bar = 200 } t2.f <- t.f local r = { bar = 1000 function do_call(f) { f() } } r.do_call(t2.f) Now with Answers Well, not answers in the definitive truth of the universe way… If you compile and run this code in Squirrel , the answer is 1000.
Grumpy Gamer
OCTOBER 28, 2018
…in my compiler makes my head hurt. i = 1 ? 2 : 3 Assert(i == 2) i = !1 ? 2 : 3 Assert(i == 3) i = !1 ? 2 : 3 ? 4 : 5 Assert(i == 4) i = !1 ? 2 ? 3 : 4 : 5 ? 6 : 7 Assert(i == 6) i = 1 ? 2 ? 3 : 4 : 5 ? 6 : 7 Assert(i == 3) i = 1 ? !2 ? 3 : 4 : 5 ? 6 : 7 Assert(i == 4) i = 1 ? 0 ? 3 : 4 : 5 ? 6 : 7 Assert(i == 4) i = 1 ? !2 ? 3 ? 4 : 5 : 6 : 7 ?
Grumpy Gamer
OCTOBER 24, 2018
I have a scary Halloween story to tell you… I was running into a bug in my new compiler where large ints where loosing precision. After tracing through my compiler’s C++ code for about an hour trying to catch the spot, I came to this function: int intConstValue() { return _type == kFloat ? _float : _int; } It took me a bit of starring and then it hit.
Brand Game Development
OCTOBER 22, 2018
Kickstarter is big, flashy, and exciting. New creators tend to see it as the one big goal to achieve before reaching success. Everything would be just right if you could just hit that goal… Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. That’s just not the case. The truth is that unless a Kickstarter is a total blockbuster, you won’t raise enough to print the game, pay your living expenses, and buy plane tickets
Grumpy Gamer
OCTOBER 14, 2018
Much like the Vulcan Pon farr, every seven years I am compelled to write a compiler.
Grumpy Gamer
OCTOBER 11, 2018
I’m looking for a good bug database for games and it’s been a struggle. We used FogBugz on Thimbleweed Park, and it was OK, but a little clunky and not very “modern” Like a lot of commercial bug databases, they added lots of trendy project management features that distracted from it just being a good bug database. I’m sure some people like this stuff, but I just want a simple modern bug database.
Brand Game Development
OCTOBER 1, 2018
Kickstarter campaigns are rapidly becoming the primary means of sales for many board game creators. Even alone, Kickstarter campaigns can be very lucrative, but there is potential to do more afterward. Even if you can’t get your game into physical stores, you can always set up shop online, whether through Amazon or through your own site. Need help on your board game?
Brand Game Development
SEPTEMBER 24, 2018
You’ve spent months, if not years, leading up to your Kickstarter campaign. You’ve spent tons of time and effort on brainstorming, developing, testing, marketing, networking, and campaigning. When your Kickstarter successfully funded, it seemed like the apotheosis of your board game career. But with great money, comes great responsibility… Need help on your board game?
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