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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. Namely, building an urban improvement and producing a specialist on any tile extend the city borders in all six directions.

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

PreMortem.Games

German indie developer Vivid Storm Interactive is a three person team that started when they launched a Kickstarter campaign for Ascent of Ashes in 2021. Studio owner and Lead Developer Max Hermann originally developed the idea for the game in the time when he was still a computer science student and active in the RimWorld modding scene.

Dev 115
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A dramatic design shift for Spellstorm

Keith Burgun

At different parts of the bridge there were investment tiles, so on a basic level the premise was kind of, “do I move to a relatively unsafe investment tile, or do I BUMP?” We’ve watched as this language has developed from MTG, to things like Gwent, Codex, Hearthstone Battlegrounds, and most recently Marvel Snap.

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My Elephant in the Room, Part 1

Designer Notes

So, why should I go back to make a historical, tile-based 4X game? 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. Here are some screen’s from the game’s prototyping phase. somewhere in the comments.

Tile 98
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Old World Designer Notes #3: One Unit per Tile

Designer Notes

The big change that always gets mentioned when going from Civ 4 to Civ 5 is one-unit-per-tile (1UPT), which is interesting as 1UPT is purely a mechanical – as opposed to thematic – change. Generally speaking, opinions were divided over (although largely in favor of) the success of one-unit-per-tile.

Tile 40
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How to Design the Mechanics 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 third 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?

Mechanics 130
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Old World Designer Notes #11: The End

Designer Notes

Truthfully, no one has ever done this well, and during development I often reminded myself of the old joke about how you don’t need to be fast to avoid getting eaten by a bear – you just need to be faster than the person next to you. The hardest part of a 4X to design is the ending. Then make sure to always choose the religious option!

AI 40