2019

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20 New Year’s Resolutions for Board Game Devs in 2020

Brand Game Development

I’m a big fan of New Year’s Resolutions. While choosing January 1 to start something that you’ve always wanted to do is completely arbitrary, it sure does work! Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. With that in mind, I want to help you come up with some New Year’s Resolutions of your own, ones specifically related to board game design.

Dev 130
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Scaling Your Game Content With Unity Addressable Prefabs

The GameDev Guru

Do you have a Christmas present for your players? Well, just make sure it's not a memory crash. Those happen when greedily using countless assets from the store. Don't dump the assets, just adopt a clever strategy with Unity Addressables Prefabs.

Content 100
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Trending Sources

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Update on future space epic & my Gamedev journey

Half Geek

Just a short blog to update those who have enjoyed my games in the past, that my new project is coming along well. I’ve been working on a random universe generator, similar to Endless Space, for each new game all the stars, planets and moons are randomized. It works well, my next stage is to create local economies, and corporations zones of control and orbital industries.

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Low Poly Character Design

Sunday Sundae

Our next Low Poly adventure will cover character design. Join me as we explore ways to make your characters awesome! The post Low Poly Character Design appeared first on Sunday Sundae.

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A decade in retrospective and future

Mircosoft Game Dev

The dawn of a new decade looms and there is a lot of excitement about the future of Godot! But it was not always like this, as the previous decade did not go as expected. The beginning. Ten years ago, Ariel Manzur and I were convinced that our future was going to be as entrepreneurs, using to our advantage the vast experience we amassed as game technology consultants during the 2000s and the tools (by that time already called Godot, as far as I remember) that we had created for use by our client

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performance.now() Conference 2019.

Sky Betting and Gaming Technology

Introduction. I recently attended the performance.now() conference in Amsterdam courtesy of Sky Betting & Gaming’s Tech Ninja Fund. performance.now() was a single-track conference with fourteen world-class speakers, covering today’s most important web performance insights. As a performance test engineer with keen interesting in front-end performance, I was looking forward to catching up on the latest development, ideas, and approaches in the industry and also hoped to pick up some tips along

Mobile 52
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Four Reasons Why the Hypercasual Gold Rush is Coming to an End

Deconstructor of Fun

This analysis is written by Abhimanyu Kumar and Michail Katkoff. Unless otherwise specified, all the data has been provided by the wonderful services of App Annie and references global figures. Psst! Make sure you don’t miss on all of the ?content coming out in the future, please do subscribe to the Deconstructor of Fun infrequent but powerful newsletter.

Data 52

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Crowdfunding Sirlin Games

Sirlin

I’m crowdfunding several projects all at once right now and asking for your help. Join Now Here are things I’d like to do: Add more characters and features to Fantasy Strike Create new tabletop games, and possibly more content for Codex Create digital versions of those tabletop games with good production values. I’ve already started on these things, but finishing them is another matter.

Fantasy 52
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Drag Camera 2D Pro – v1.2

Game Development

Drag Camera 2D Pro – v1.2 is now live. The newest version of DragCamera 2D pro is now live and has a completely new Camera Dolly system. The original system was simply a set of waypoints which the camera would traverse over based on the position of a tracked object(the player). This would limit the camera to straight lines between waypoints and didn’t give people enough control to create good creative output.

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Clang Build Analyzer

The Astronauts

So! A while ago I worked on adding -ftime-trace support for Clang. That landed and shipped in Clang 9.0 in September of 2019, so \(^O^)/ Looks like it will also be coming to Sony development tools soon (see SN Systems blog post). All that is good, but it works on one compiled file at a time. If you know which source files are problematic in your whole build, then great.

Build 52
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How Cons Can Help You Get Your Board Game into Retail

Brand Game Development

If you want to get your board game into retail, you’ve probably heard the advice “go to cons.” But what exactly do you do at board game conventions? Why are cons so useful for getting into retail or even launching a Kickstarter? We will answer these questions and more in this week’s post. But first, Molly and her company are currently running a Kickstarter for The Million Dollar Doodle, a new creative party game.

Retail 130
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Unity Addressables CDN: Unleash Your Content Distribution

The GameDev Guru

It's Christmas time. More than ever, I feel like cutting my content update iteration times by 90%. Do this by allowing your players to download your content on demand. Here's how you do this with Unity Addressables CDN.

Content 100
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Update 1.04 for Android & iOS for Nomads of the Fallen Star

Half Geek

It’s live on Android and should be live today on iOS. I redesigned the touch interface, removing the tooltip toggle function and made tooltips vs actions more streamline by differentiating between a Tap versus Tap & Hold (~0.5s). This avoids the extra step in toggling Info vs Action modes by tapping the [?] icon whenever players wanted tooltips or to do an action.

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Gridcannon: A Single Player Game With Regular Playing Cards

Tom Francis

I thought it would be an interesting game design challenge to come up with a single player game you can play with a regular deck of playing cards. My first try, about a month ago, didn’t work. But on Sunday I had a new idea, and with one tweak from me and another from my friend Chris Thursten , it’s playing pretty well now! In the video I both explain it and play a full game.

Games 52
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HTML5 export profiling for Godot 4.0

Mircosoft Game Dev

Hello Godotters, as part of my October work (sponsored, as always, by Mozilla ) I've been working on getting the script debugger and profiler to work with HTML5 exports. This, along with the ability to run HTML5 exports in debug mode , is a powerful new tool in the hand of Godot users who want to develop or port the game and applications to run inside the browser.

Debug 52
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Forager

Grumpy Gamer

Been playing a lot of Forager lately. I'm not a big fan of gather and build games so I didn't really expect to get into this, but I was wrong. I started off playing for around 20 minutes and put it down, figuring I saw what I needed for "professional" reasons, but a day later I was back, and then back again. I can't place my finger on what is different about Forager.

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Riot's Runeterra Declares War Against Blizzard's Hearthstone

Deconstructor of Fun

Announcing Legends of Runeterra A few weeks ago, Riot Games, creators of the megahit League of Legends, announced their new card game, Legends of Runeterra as a part of their 10-year anniversary announcement (read: Riot's 7 new games are a declaration of war against Blizzard ). Riot combined a full-blown media blitz with a Twitch integration that awarded beta keys to people viewing Runeterra streams to secure approximately a zillion eyeballs on their new game for a few days.

Content 52
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How to write Shaders in Unity using HLSL

Febucci

Shaders are used to create many effects, like “water”, “fire” and more. In order to understand them and become a wizard/witch, we have to learn a bit about meshes first. Meshes. A mesh is made (usually!) by triangles, which means that each triangle has 3 vertices. You can see the mesh as the structure of your object, built by combining its triangles together.

Shaders 52
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Game Balance and Fantasy Strike

Sirlin

Fantasy Strike is an interesting case study in game balance for an asymmetric game. I did the entire balancing process without any data at all, and now, after it’s all done, we have the data. Meaning, we were collecting data, I just didn’t have a way to actually look at it until now, after the whole balancing process is basically complete. Relying on Experts I find it much easier to balance a competitive game by going off the opinions of experts than looking at data anyway.

Balance 52
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v1.1 + Future Plans

Jon Shafer

The first big gameplay update for AtG is now up on Steam and Humble. In this article I’ll briefly cover what’s included and what’s coming up next. What’s in v1.1 Food & Difficulty To start with, the game is now much tougher. Coming up with the right numbers in a game filled with them … Continue reading v1.1 + Future Plans.

Games 52
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Replacing a live system is really hard

The Astronauts

So! Turns out my “two years in a build team” post was almost the end of my time there :) I’ve started a new thing & new work area, and am wrapping up some of my leftover build team work as we speak. But! I wanted to write about one particular aspect of this build system work, which took almost three years in total. Three. Years.

Build 52
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How to Get Your Board Game in a Retail Store for the First Time

Brand Game Development

If you want to get your board game into retail stores, it helps to set small, achievable goals. What could be a more achievable goal than getting in one store? Just one board game in one board game store! Molly's latest game, The Million Dollar Doodle, is live on Kickstarter! Use the hive-mind to design brands. Pitch your ridiculous companies. Win a million dollar investment or crack up trying.

Retail 130
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Unity Job System: Excessive Multithreading Hurts Your Performance

The GameDev Guru

1 core, 2 cores, 4 cores, 8 cores, 16 cores! Who's got more? The more cores, the better. The Unity Job System will squeeze them all, right? Yeah, probably. But what if Unity was over-milking your CPU? Would that be a problem?

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Future game project: A big & bold space epic

Half Geek

I had two game in mind that I wanted to work on moving forward, a fantasy open world with empire building inspired by Heroes of Might & Magic (3), or a new sci-fi space epic focused on large fleets & empire building. I’ve always loved space theme and sci-fi more than fantasy, but I hesitated to go down that route for the next game due to the many titles in this genre.

Fantasy 100
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Best Games Made With Unity

Sunday Sundae

Let's take a look at some great titles made with Unity. I kept this list varied with games from different genres but only featuring the best of the best. The post Best Games Made With Unity appeared first on Sunday Sundae.

Games 52
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Godot Oculus Quest support

Mircosoft Game Dev

Godot has been running on the Oculus Quest since early this year. We've been hard at work improving support for this amazing device. Late last year a new team member joined who has taken Quest support under his wing, so a special shout out to Fredia Huya-Kouadio ( m4gr3d ), all credit goes to him. Also a quick shout out to Holger Dammertz ( NeoSpark314 ) who has been doing a lot of testing, building examples and really pushing the limits of what Godot can do on the Quest.

Beta 52
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FU Dropbox

Grumpy Gamer

Dropbox used to be a perfect service. I happily paid them money every month. They silently synced files across all my machines (and with friends) with 99.999999999999% accuracy. Good job Dropbox. Then. Dropbox decided they needed there own app (for reason that I still have yet to figure out). Now at random time this stupid dropbox app shows up in my doc and I see no way to turn it off.

AI 52
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Here's How Subscriptions Will Disrupt the Games Industry

Deconstructor of Fun

A couple of weeks as ago we had the pleasure to have Lloyd Melnick on the Deconstructor of Fun podcast to discuss the subscription business model. Since then, I’ve read Lloyd’s article “ Subscriptions: The new weapon in the game monetization arsenal ” half a dozen times and turned from a doubter of subscriptions into a believer. I’m thrilled to have Lloyd’s post reposted with, some additions, on Deconstructor of Fun.

Games 52
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Sprite Outline Shader in Unity

Febucci

In this “Unity Sprite Outline” tutorial we’ll discover how to create both a “Sprite Innerline” and a “Outer Sprite Outline”. Simply, the Inner Sprite Outline shader is drawn “inside” the sprite, while “Outer” is the opposite. Read more about “Texture’s Texel Size” here. Your browser does not support the video. PS. Oh hey almost three years ago I released a plugin called “ Text Animator for Unity ”, a tool I made/needed for my own games - and Today it is also getting used in other games like “ Cu

Sprite 52
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A Flood of Content

Sirlin

I’ve been working on things behind the scenes for quite some time, as has our team behind Fantasy Strike. Starting in October, I’ll begin showing this content to our patrons at patreon.com/sirlin. I plan to show something new about every two weeks for at least the next year. There’s that much in store. It’s really a lot of stuff and it will take a long time to roll all of it out, so come along for the ride.

Content 52
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Join the Beta

Rindoku

It’s finally here! We are taking registrations for the closed beta which is just a few short weeks away. Head on over to [link] and sign up now! If you’re already on our mailing list, you should still sign up to make sure you get an invite. This has been a long time coming but we are finally ready. The beta starts in early March (first or second week, depending on how fast we can squash the remaining bugs) and will be running for a few weeks.

Beta 52
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Two years in a build team!

The Astronauts

Whoa! Has it been two years already since I stopped doing graphics programming?! How does one end up on a build team? I switched to the “build system” team by having two extremely short chats: …and then a lot more chats with graphics people and some others of course; but the above “hey could I join? yes!" was kinda the whole of my “job interview” to the team.

Build 52
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What Do Board Game Retailers Care About the Most?

Brand Game Development

When you’re making your first board game, retail distribution is probably not top of mind. Many creators choose to focus on making a brilliant game, well play-tested, with great art, and good Kickstarter potential. And that’s fine! It just means the question of “what do board game retailers care about the most” goes unanswered for a long time.

Retail 130
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Unity Addressables Migration: Music to my Ears (Part 1)

The GameDev Guru

You've seen the potential benefits of Addressables and you want to give it a shot in your game. But there're so many possibilities! Where to start with your Unity Addressables Migration? Here's an option for you: Music.

Games 100
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iOS (& Android) updates incoming for Star Nomad 2, Star Nomad Elite & Ninja Girl.

Half Geek

Since learning how to directly port over my PC games to iOS & Android, without reliance on now extinct 3rd party services, I wanted to revisit older games on iOS that have fallen due to new iOS versions and devices causing compatibility problems. I’ve just submitted an update for Star Nomad 2 to Apple, that fixes issues with iOS 11 and 12 and on new devices.

Build 100
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How To Start A Career In Video Games

Sunday Sundae

Want to work in the game industry? Great, we've got you covered! Start your adventure today with our full guide on how to get started! The post How To Start A Career In Video Games appeared first on Sunday Sundae.

Games 52
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Dev snapshot: Godot 3.2 beta 4

Mircosoft Game Dev

Update 2019-12-21 @ 10:00 UTC: Two packaging issues have been fixed with the Mono builds: The Mono export templates.tpz lacked the Windows and Unix-specific base class libraries, so it was not possible to export Linux/macOS binaries from Windows and the other way around. This is now fixed in the export templates for new downloads. Users who already installed the Mono templates can simply get this hotfix archive and install it from the editor on top of the existing templates (it should add net_4_

Beta 52