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Enticing mix of genres in Ghibli-inspired The Brew Barons by Lifetap Studios

PreMortem.Games

As we were prototyping there was still a feeling the game needed more action. A large majority of the art was created from scratch, but Hartley admits having used a few asset packs to help speed up development. “I ” “For just two developers I think we took on too much work”, shares Hartley. But that’s not all.

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How to Tell When Play-Testing Feedback is Useful or Not

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Click here. Play-testing is so critical in board game development that I’ve dedicated several articles to the subject. Just here for Highway s & Byways updates?

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How Many Blind Play-Tests Does Your Board Game *Really* Need?

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Click here. After all, I’m checking to make sure there are no serious balance issues that come out of repeated plays. Just here for Highway s & Byways updates? That’s a good thing!

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The Final 100 Play-Tests: How to Put Final Touches on a Board Game

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Click here. This method may not be appropriate for every developer, every team, or every game, but it is one I like. Join my community of over 2,000 game developers, artists, and passionate creators.

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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. Join my community of over 2,000 game developers, artists, and passionate creators. Need help on your board game?

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My Elephant in the Room, Part 1

Designer Notes

It somehow even won a Grammy award, for Baby Yetu, by my college roommate Christopher Tin, which was definitely not even on the radar when we developed the game. So, before I explain why I made Old World, let’s talk a little about what the game is and how it was developed. Here are some screen’s from the game’s prototyping phase.

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Old World Designer Notes #3: One Unit per Tile

Designer Notes

Few people called for the return of stacks-of-doom, but critics pointed out that carpets-of-doom were just as bad. Although I saw that Civ 5 ’s 1UPT had become the mainstream conception of a tile-based 4X game, Old World actually went through roughly a year of development WITH stacked units.

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