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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. Compelling gameplay loop Balancing the creation of assets, the Mojsovski brothers share that the assets are a mix of marketplace acquisitions and in-house development. The dark sci-fi setting combined with mutated creatures creates a chilling atmosphere.

Horror 210
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How Singularity 6’s ‘Palia’ Conquered Cross-Regional Gaming with Amazon EKS and Karpenter

AWS Games

Palia’s external traffic is routed through a geo-load balanced domain name system (DNS) address to a Network Load Balancer (NLB). Still, there was fear that there were not enough players in alpha tests to accurately simulate launch numbers. Load testing their system was also necessary to ensure a smooth rollout.

Games 111
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Special Events Give Back, and Perfect Stealth

Grid Sage Games

The ability to disguise oneself like this has been requested by players since Cogmind’s alpha days (shout out to its main proponent, zxc!), but to me it wasn’t the sort of tech that the game was ready for, be it for balance, architectural, or lore reasons.

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7 Odd Roadblocks Rookies Face In The Stages Of Game Development

Big Games

Voice actors breathe life into characters, and developers write thousands of lines of code. Regular software updates, including game-balancing patches and new downloadable content (DLC), keep the game fresh and engaging. Balancing creativity with project constraints is tricky. Project leads ensure everyone stays on track.

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Rebalancing Cogmind

Grid Sage Games

Some roguelikes don’t strive for balance, but maintaining balance has always been important to me for Cogmind, since it fits better with my vision for this type of game, heavy on tough, complex, and consequential decision-making at multiple strategic and tactical levels. Categorical Approach. Alien Artifacts.

Balance 52
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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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The next big step: Godot 4.0 reaches Beta

Mircosoft Game Dev

with 17 alpha builds distributed in 2022, and continuous development effort since 2019. You may have already seen some of this content on social media, in blog posts, or in alpha release notes. You can even create complex dynamic effects by writing custom shaders that operate on FogVolume nodes. Check out the video! What's new?

Beta 52