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Question for the Cocos Creator Devs

Cocos

Also, I’ve been toying around with the animation tool’s “embedded player”… I realize it’s still experimental feature, but it got me thinking… is there a way that we can preview a spine animation in editor without having to manually playtest the game? Particularly in the animation timeline tool?

Dev 40
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The Kristala Dev Blog - Issue #33

Astral Clock Tower Studios

[link] After adjusting the lighting, Ian then shifted gears to work on addressing some of the minor level-streaming issues we'd pinpointed during playtesting at the Play NYC game convention. Here's a look at some of the issues in action, followed by a clip Ian snagged after fixing one of the "problem child" areas. What do you think?

Dev 52
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A day in the life of a narrative designer

Game Global

This is a clip of the Heider-Simmel animation. Playtesting, bug fixing, incorporating or giving feedback, and keeping an ever-watchful eye out for ludo-narrative dissonance. We must understand (and preferably help create and document) the game as a whole: from core mechanics to level design to cinematics, and everything in between.

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The Scrap Engine

Grid Sage Games

This screenshot is from a recent run of mine plowing through Armory with a treaded exoskeleton moving at a good clip (84!) Having playtested this new mechanic for a while, I’ve found that it comes with many interesting new strategic considerations, a whole new play style which can be both fun and challenging in its own ways.

Engine 52
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Call of Duty: Online is dead. Long live Call of Duty: Online!

Deconstructor of Fun

Content was added at a constant clip: new weapons, new rule-based modes and maps were dropped every month, and new modes came in every quarter with major content beats during Chinese New Year and in the summer (when engagement peaks).

Content 52
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Teleportation Mechanics

Grid Sage Games

There are some other nuances in there which I won’t get into, but anyway, “rough” yeah? :) I can see some people having a lot of fun with this thing, and I imagine it could get tweaked a bit after playtesting, but there are a good number of levers to tweak with this one.

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Zugzwang as a pole dance upward unto heaven

Radiator Blog

As in Skyrim, my animations are charmingly janky, with penises occasionally clipping through eyes and noses, or even through the back of the skull entirely. In my playtests, it felt like the best tactic is to try to trap the cop in the corner with your body while the AIs coordinate a big orgy that gives you a huge payout.

Code 52