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Two brothers behind MystiveDev build bodycam survival-horror Chasmal Fear

PreMortem.Games

As we are still in early alpha, that may change in the future though. So, when a player comes to a ‘choice point’ with, for example, three buttons, they may click only one that opens a certain path and locks the other sections. The dark sci-fi setting combined with mutated creatures creates a chilling atmosphere.

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Kyzrati’s Game Design Philosophy

Grid Sage Games

Recently a player asked me a question regarding my game balance philosophy, and while I can often respond to queries by pointing to some previous article, despite all my writing and no doubt occasionally touching on related topics, I had yet to explicitly do any sort of summary of the philosophy behind my gamedev work.

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Godot 3's renderer design explained

Mircosoft Game Dev

This document was written in hopes to find more developers that would like to help us write rendering code, as it explains the overall design. Rendering engineers are rare to find, so this can be a starting point. Added to that, several elements make shaders in Godot easy and a joy to write: Built-in editor with syntax highlighting.

Render 52
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How to Scale A Games Company | Travis Boatman, Gigi Levy-Weiss, & Kristian Segerstrale

Deconstructor of Fun

And the point is that you… because you get so used to selling the idea, ultimately you'd know nothing about that idea until you market tested it, until you've, like, started building it, until you start getting some data. Gigi brought up a good point about the kinds of companies I sort of have three in my head about video games.

Games 52