2017

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Roll for the Galaxy

Grumpy Gamer

A review I read before buying Roll for the Galaxy said it was much simpler than Race for the Galaxy. That’s not true at all, but I do think the dice and other elements make it a better game than Race for the Galaxy.

Racing 130
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How to Test Your Storytelling Powers & Make People Connect with Your Board Games

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 eighth of a 19-part suite on board game design and development. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. This suite is based on the Five Levels of Communication through Game Development , my own personal board game development philosophy.

Art 130
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Trending Sources

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Continuous Integration for Unity 5.6.1f1 with Docker and Bitrise

The GameDev Guru

I bet you know already the productivity boost you get by adopting continuous integration processes, so I will roughly skip that part.

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Dev snapshot: Godot 3.0 beta 2

Mircosoft Game Dev

Edit 22.12.2017: Windows binaries (both the editor binaries and the export templates) have been replaced by versions without OpenMP support, the latter forcing the installation of the MS Visual C++ Redistributable 2017 to get the OpenMP DLL. If you downloaded export templates before 22.12.2017 at 23:59 UTC, we advise to download them anew to get the proper portable Windows binaries.

Beta 52
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Death is Canceled for Space Halloween

Tom Francis

For the duration of Space Halloween (27th of Space October to the 1st of Space November), life and death in the Drift will be a little different: Removed: Death. Due to science, you cannot die during Space Halloween. Bleeding out, suffocating, or being incinerated in an exploding pod will permanently turn you into a living skeleton. Once Halloween is over, you’ll remain a skeleton but any lethal damage will finish you off.

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We’re superproud of the new Chinese language edition of “Slay.

Game Writing Blog

We’re superproud of the new Chinese language edition of “Slay the Dragon!” Ordering details coming soon!

Editing 52
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Creating opportunities – the stuff of great conferences

Rindoku

Reboot Develop 2017 was amazing. Let’s get that out of the way first. It was by far the best conference we’ve attended so far. Looking back at the experience and attempting to answer why I felt that way, I got to thinking about what makes a great conference for an indie dev in general. Read on for some thoughts on what really matters to an indie when going to an industry event.

Indy 52

More Trending

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Observer – Podcast – Dein Sonntag

Rat King Blog

Observer ist purer Cyberpunk im Krakau der Zukunft. Da das Spiel vom "Layers of Fear"-Team Bloober entwickelt wurde, darf man hier kein typisches Adventure erwarten. Auch diesmal steht wieder ein durchgeknallter Gang durch Räume voller weirder Charaktere, Effekte und einer Auseinandersetzung über den Verlust der Menschlichkeit durch Konzerne und Körpermodifikationen auf dem Programm.

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Bernie DeKoven

Game Design Advice

Last month I had the privilege of presenting Bernie DeKoven with the inaugural Lifetime of Play award at the Games for Change festival. Here’s what I said… It is my great honor today to give the very first Games for Change Lifetime of Play award to Bernie DeKoven. This award is very appropriately named, because Bernie has definitely dedicated his lifetime to playing games, making games, thinking about them, writing and teaching about them, changing them, intervening in the world to m

Balance 40
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2018 Goals

Grumpy Gamer

As a little kid growing up in the 1970s, 2018 seems like an unimaginable future. Moon bases and rocket ships. It didn’t quite turn out the way 8-year-old Ronnie imagined. Some ways better. Some ways worse. I’m not sure my life turned out the way I imagined. Some ways better some. Some ways worse. 2017 was the year Thimbleweed Park came out.

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MISSING

Grumpy Gamer

Whenever I sign up for a website and it asks me for my birthday, I always enter Jan 1, 1901. This cause two things to happen. 1) On New Years day I get a stream of happy birthday wishes from websites I rarely visit. 2) Chris Remo always wishes me a happy 116th birthday.

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My 2017 Year in Review

Grumpy Gamer

I released a game on eight platforms and didn't die in the process. Isn't that all we can ask for?

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My 2017 Year in Review

Grumpy Gamer

I released a game on eight platforms and didn’t die in the process. Isn’t that all we can ask for?

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Luck

Grumpy Gamer

Ron Gilbert's often incoherent and bitter ramblings about the Game Industry

Games 130
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Golf Story

Grumpy Gamer

Ron Gilbert's often incoherent and bitter ramblings about the Game Industry

Games 130
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MISSING

Grumpy Gamer

You’d think RSS feeds would be simple, but they are anything but. One of the most frustrating things with online readers is they are often cached, so it takes hours to tell if your feed is being digested or not. Feedly stop reading my RSS and I don’t know why.

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Giving up on MongoDB

Grumpy Gamer

Part of quitting Twitter necessitate rebuilding Grumpy Gamer. The Thimbleweed Park dev blog was based on the Grumpy Gamer blog code, but I’d made a lot of improvements that I loathed losing, but even the Thimbleweed Park blog code was starting to feel old and worn. It was time to start over, and by start over, I mean completely start over. I crave change.

Writing 130
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MISSING

Grumpy Gamer

Ron Gilbert's often incoherent and bitter ramblings about the Game Industry

Games 130
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MISSING

Grumpy Gamer

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MISSING

Grumpy Gamer

Ron Gilbert's often incoherent and bitter ramblings about the Game Industry

Games 130
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The Twelve Days of Crunch Time

Grumpy Gamer

Clayton and I did this back in Dec of 2004. Interesting how much hasn’t changed. I might have more “male” spouses now, something about loot crates, and maybe change the last verse to be more “indie”, but it’s shockingly accurate 13 years later. The Twelve Days of Crunch Time A poem by Gilbert and Kauzlaric On the twelfth day of crunch time, My project gave to me… Twelve cents in royalties, Eleven kiss-ass previews, Ten nerdy testers, Nine patent lawsuit

Indy 130
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How Many Blind Play-Tests Does Your Board Game *Really* Need?

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. In my quest to test Highways & Byways 100 more times before I release it to reviewers, I’ve found myself with relatively little to say. That’s a good thing!

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Mastodon

Grumpy Gamer

You can find me on Mastodon and follow me there, if you want. It’s 100% optional (at least until the GOP 2018 tax bill is in effect). I’ll give it a few weeks, but I’m not sure it really solves my issues with social media. I guess it depends on how many people use it. Not enough and it’s boring and pointless. Too many and it’s Twitter all over again.

Media 130
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MISSING

Grumpy Gamer

Today is the winter solstice , my favorite day of the year. It will be the darkest day of the year and that’s OK by me. I’m a winter person, not a summer person. I like the cold and I like the dark. It feels cozy. The summers in Seattle can be light until 9:30pm, in the winters, it’s getting dark at 4:30pm. I also like Christmas, not for the joy of giving, peace on Earth and all that rubbish, but because of Christmas lights and they work best at night.

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How to Tell Great Stories Through Board Games

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 seventh of a 19-part suite on board game design and development. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. This suite is based on the Five Levels of Communication through Game Development , my own personal board game development philosophy.

Mechanics 130
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Vacation 2017

Grumpy Gamer

Went on vacation a few weeks ago. Everyone loves vacation photos, so I thought I'd share mine.

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Vacation 2017

Grumpy Gamer

Went on vacation a few weeks ago.

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The Long Haul Project: Why Making Games Takes a Long Time

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. In the frozen Canadian arctic of the Northwest Territories and Nunavut, there is a famous road known as the Tibbitt to Contwoyto Winter Road. It’s a long haul road for ice truckers that’s over 300 miles long and most of it is built on frozen lakes.

Games 130
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Grumpy Gamer v3

Grumpy Gamer

NOTE : This was 2 blug revisions ago… Welcome to the all new Grumpy Gamer Blog! It has all of the content from the old blog minus the stupid stuff. I removed a lot of the old posts teasing the lead up to my new games like The Cave, Scurvy and, of course, Thimbleweed Park. They were just noise. Now that Thimbleweed Park is done and I won’t be blogging there as much, it felt like I needed a new outlet to gripe and complain.

Media 130
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MISSING

Grumpy Gamer

Be skeptical of the advice of successful people, they suffer from deep survivor bias. Hundreds of other people did exactly what they did and failed. Chances are their success has more to do with luck than the advice they are given you.

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How To Play-Test the Rules of Your Board Game

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 sixth of a 19-part suite on board game design and development. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. This suite is based on the Five Levels of Communication through Game Development , my own personal board game development philosophy.

Mechanics 130
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The Final 100 Play-Tests: How to Put Final Touches on a Board Game

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. Highways & Byways is basically complete. I’ve started the final 100 play-tests. This is a process I follow to ensure a game’s quality. This method may not be appropriate for every developer, every team, or every game, but it is one I like.

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How To Design the Rules of Your Board Game

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 fifth of a 19-part suite on board game design and development. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. This suite is based on the Five Levels of Communication through Game Development , my own personal board game development philosophy.

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7 Ways Making & Playing Board Games Could Make You Smarter

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. I’ve been making games for about 2 1/2 years now, and a lot of things in my life have clicked because of the ways of thinking I have adopted by making and playing games.

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How to Play-Test the Mechanics of Your Board Game

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 fourth of a 19-part suite on board game design and development. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. This suite is based on the Five Levels of Communication through Game Development , my own personal board game development philosophy.

Mechanics 130
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The Agony of the Almost Finished Board Game

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. Last week, I talked about how time-consuming and difficult it can be to get a board game working. It takes a long, long time for a board game to be fun. Fast forward to the future, though, and let’s say your game has been working for a while.

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How to Design the Mechanics of Your Board Game

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 third of a 19-part suite on board game design and development. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. This suite is based on the Five Levels of Communication through Game Development , my own personal board game development philosophy.

Mechanics 130