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Full UI Upscaling, Part 1: History and Theory

Grid Sage Games

A necessary evil if you want to maximize profits, I guess :P Finding middle ground so that more people can enjoy a form of entertainment is in some ways also a noble goal, although this naturally waters down the experience at the same time. So ranges should for the most part be kept within that value. See below for explanation.

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

Mircosoft Game Dev

The motivation for this article is that many devs asked me to write it for a long time. I'm sure others have written about the same topic, but this article is written from my own experience, in hopes of it being useful. Wait, shouldn't a prototype come first? This is the first question you must ask yourself.

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The three most important qualities in an RPG

Keith Burgun

A couple of years ago I wrote an article called “The Project RPG” wherein I tried to describe some of these properties. I’ve recently taken that article down, for a couple of reasons. AAA games are first and foremost products and their “smooth functionality” is prized above all else.

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The next big step: Godot 4.0 reaches Beta

Mircosoft Game Dev

Today we are pleased to announce that the first beta for the much-anticipated release of Godot 4.0 The goal between now and the stable release will be to continue polishing the current feature set by fixing bugs and optimizing performance. In this article we highlight some of the new features we are most excited about.

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