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Old World Designer Notes #2: City Sites

Designer Notes

In the original version, one player discovered that the optimum strategy was to cover every fourth tile on the board with a city, a mind-numbingly boring strategy that was always the best choice. In an empire-building game, more territory should be good, but more cities just for the sake of more cities simply adds busywork and frustration.

Tile 52
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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

That’s when I formed the idea of building a new colony sim from the ground up, centered around the idea of exploration and travel.” RimWorld is balanced around sitting on a single map, with everything easily accessible. It looked really exciting to me”, he says. Still, the switch didn’t occur without its fair share of issues.

Dev 118
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How to Design the Mechanics of Your Board Game

Brand Game Development

I had been very into the original VS. System from Upper Deck and wanted to create a game that required a player defeat the opposition by using two resources, base building, and unit building. At that point, I’m getting close to a prototype. Brandon: I’m definitely fond of CCGs and CCG-like games!

Mechanics 130
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Old World Designer Notes #11: The End

Designer Notes

Hence, themed victory conditions were out for Old World , but we needed something in place, especially since we were playing MP within a few months of early prototyping. Ambitions and events can be a powerful framework to help the player build their story of victory. Then make sure to always choose the religious option!

AI 40
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Royal Match - The New King from Turkey?

Deconstructor of Fun

Our partner ironSource builds technologies that help game developers take their games to the next level. Nothing that Royal Match does is new - most switchers build upon each other - but the execution creates a better player experience than that of rivals’. Signup for the newsletter and apply for our Slack group. With $3.7B

Puzzle 69
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Board Game Pacing: Keeping Your Game Interesting (Tasty Humans Pt. 5)

Brand Game Development

So often, when we’re balancing our designs , it’s because we’re trying to nail down board game pacing. After all, he created the pattern building game that we call Tasty Humans , so it makes for a great case study! Each Leader tile provides an additional goal for how to maximize the “satisfaction” of their monster.

Tile 130
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Zugzwang as a pole dance upward unto heaven

Radiator Blog

I first prototyped it back in 2019, but I didn't really know how to finish it. Originally this was prototyped as "Saugzwang" and I made it for the 7 Day Broughlike Jam back in 2019. Can we build a sex dungeon that would do Jane Jacobs proud? Building up huge group sessions is the key to completing later levels.

Code 52