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Two engineers build the physics-driven engineering parody The Enjenir

PreMortem.Games

They are both well aware of the irony of two engineers developing a parody engineering game, but that hasn’t stopped Cillín Farrell and Neil Mackenzie from devoting the majority of their spare time doing just that. We’re working normal 9-5 civil engineering jobs”, says Cillín Farrell. “So So we’re doing this in our spare time.

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Oscar Salandin, developer of BOTSU Ridicuous Robots: “Solo dev can be lonely” 

PreMortem.Games

I will sometimes sketch out what I’m thinking on paper if necessary, but will always try to use the lowest fidelity needed, then prototype it to find out if it is good/fun/useful.” “For These days, seeing people’s faces light up and how creative people get with the sandbox is the biggest motivation boost for me.

Dev 138
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RP4K Teacher Profiles: Gabriel Dibenedetto

Real Programming

RP4K hires a range of teachers with computer engineering and computer science backgrounds, and our lessons prioritize fun over everything else, even learning to code ! His passion for gaming is broad, but he has a special love for sandbox games , point-and-click graphic adventures, and RPGs.

Code 98
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Guest post - “Small Team, Big Project”: Building Moonwards

Mircosoft Game Dev

Moonwards is an in-development open source sandbox MMO built with Godot. We are the team behind Moonwards , a sandbox MMO being built in Godot. That world is an advanced town on the moon designed on hard science and engineering. Chances are, custom engine additions would break on 4.0. For a networked sandbox?

Build 52
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WebAssembly: Godot on the web?

Mircosoft Game Dev

Although far from what Godot is now (almost the entire codebase is different at this point), the game+engine combo were written almost from scratch in seven months and Atmosphir got a warm welcome by the community. At the time, Google started experimenting with Pepper API (PPAPI), proposing it as an open safe (sandboxed) plugin interface.

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We Dwell in Possibility as queer gardening simulation

Radiator Blog

My first prototype were sim-heavy, based on basic cellular automata , a technique popularized by Conway's Game of Life (1970) where cells (or anything, really) live or die based on crowding, However this felt too fiddly, with small shapes that changed too quickly. There's something interesting between these two notions of simulation.