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4 Ways to Keep Promises on Really Complicated Projects

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Either way, keeping your word is very important. There’s one big problem, though: modern tasks are complicated and unpredictable. I’ll be honest, there is no way to be 100% reliable.

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Games Speak through Mechanics, Not Rules

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Ironically, though, ensuring simplicity can be a terribly complicated task. My ongoing development of Highways & Byways has got me thinking about the way that we, as game developers, communicate with gamers.

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How to Manage Artists on a Board Game Project

Brand Game Development

Making sure they are happy and understand the needs of your project is critical to your game’s success. Brandon: Before you start working on a project, what do you need to do to define the legal relationship between clients and artists? That way I can focus on the actual project without communication obstacles.

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Adventures in Map Zooming, Part 1: Realtime Image Scaling

Grid Sage Games

What about the opposite--a way to zoom the map itself? A few years back I introduced an experiment to demonstrate a potential “overmap” implementation that still obeys the rules of the terminal interface. But maybe if we only zoomed the map it’d work for some people who otherwise can’t play?

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A Crash Course in Board Game Marketing & Promotion

Brand Game Development

As an example, look at this generic project timeline I made a while back. When it comes to marketing, there is no way to make something that is objectively the best in all situations. Self-publishing a board game is a long, drawn-out process. Yet if there were a single thing that self-publishers regularly fail at, it’s marketing.

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Object Placement on Terrain (Mesh)

Mnenad

Keep in mind that we create new chunks every time the player comes near the border of the chunk she/he is currently walking on. It goes way too far into detail to explain threading at this point and I am not sure if I get every part of it good enough myself.   The biggest issue is the following: 96. It was frozen (kind of).

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