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Navigation Server for Godot 4.0

Mircosoft Game Dev

If you're unfamiliar with the concept of "servers" used in the Godot architecture, you can refer to this past devblog and the documentation. Some new concepts appeared in the Godot world - let's talk about these to get a good overview. Navigation Agent. The agent is also responsible for avoiding collisions.

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5 Steps to Book Your Own Freight for Your Board Game Kickstarter

Brand Game Development

Much like how Expedia didn’t eliminate travel agents from the job market, freight marketplaces won’t eliminate freight brokers from the job market either. If you want to learn more about the general concept of freight marketplaces, check out my post on Jamey Stegmaier’s blog.

Games 130
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Fulfill Your Board Game Kickstarter: Sending Products Within the USA

Brand Game Development

It requires your inventory being sent from your manufacturer via freight shipping agencies through customs agents to warehouses and finally to your customers. The post Fulfill Your Board Game Kickstarter: Sending Products Within the USA appeared first on Brandon the Game Dev. Share both in the comments below.

Games 130
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A Crash Course on Board Game Fulfillment

Brand Game Development

5 Concepts. This guide is split up into 5 concepts: Warehousing your inventory Shipping from your manufacturer to your warehouse Dealing with customs Fulfilling from the warehouse Customers and customs. Don’t try to be your own customs agent. Don’t let it dishearten you, because it’s not actually that hard to deal with.

Games 130
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Solo developer Elwin Gorman (Hiwarp) “Everything I do comes from my heart”

PreMortem.Games

How did you come up with the concept for Naiad? My father has worked for many years in the river as an environmental agent. I’ve always felt something special with water. I think it’s one of the best sensations I’ve ever felt. Years ago, I was a swimmer. Of all the sports I tried it has always been my favorite.

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Zugzwang as a pole dance upward unto heaven

Radiator Blog

However, Zugzwang is about interacting with a maze full of people, so here I simulate the police as distinct in-person agents who walk around. Violence is usually the first thing to prototype in an action game, but here it surprised me how much work it took to hack violence into an existing system that had no concept of it.

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