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5 Lessons I Learned at a Play-Testing Convention (Protospiel Atlanta)

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Click here. Last Saturday and Sunday, I attended my first board gaming convention – Protospiel in Atlanta. This is the most hellish scenario in which a board game can be played.

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Schedule for GodotCon 2020 in Brussels

Mircosoft Game Dev

This talk highlights important points about functional programming, including advantages and disadvantages, brushes over some theoretical concepts, and shows how those can be applied when programming in GDScript. Talk: Visual Vertical Slice - Not just concept art, but not yet a demo | Matejs Balodis. x features.

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Is your baby ugly? We took ours out to find out.

Rindoku

Ovidiu Mantoc – Level Design, 3D Art. Gabriel Tanko – Concept and 2D Art. Cosmin Coroiu – 3D Art. Dragos Geomolean – Additional 3D Art. People liked the game but there was also useful feedback (and observation) of where we can improve. Still too much clicking required. Yeah… no luck.

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How to make your dream game, publish it and not die in the process

Mircosoft Game Dev

Do not bother with design. Don't apply design patterns or encapsulation for the sake of it. If you are planning to make the code cleaner at some point, it has to be because it gets difficult to work with it. A common excuse for this is teamwork and many programmers working on a game. If it doesn't, don't touch it.

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How To Play-Test the Rules of Your Board Game

Brand Game Development

Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the sixth of a 19-part suite on board game design and development. Need help on your board game? Click this picture for some backstory! They explain, limit, and clarify.

Mechanics 130
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How To Design the Rules of Your Board Game

Brand Game Development

Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the fifth of a 19-part suite on board game design and development. Need help on your board game? Click this picture for some backstory! They explain, limit, and clarify.

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What Web3 Games Should Learn from Designing Fun Game Markets

Deconstructor of Fun

At every point in the skill spectrum, players should see a path to improve, as well as see greater winnings as a result of their improvement. Clicking on dots that move around a screen may be tedious. However, if the dots are monsters and clicking shoots a fireball, it becomes fun. Skill curve. Written by Eric Guan.

Games 52