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Games Speak through Mechanics, Not Rules

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Core Engine: If you strip out all the mechanics that put obstacles in your players’ path, what’s left? The core engine is the bare minimum set of mechanics you need to have a functioning game.

Mechanics 130
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Theme vs. Mechanics

Brand Game Development

“Theme-first or mechanics-first” might be the most asked “big question” in the board game community. Theme and mechanics are inseparable parts of board games as a whole. When people talk about mechanics, they tend to mean to strategy, tactics, and rules. There is no hard-and-fast line that splits mechanics and theme.

Mechanics 100
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Solo dev Jonathan Barbosa Dijkstra “Learning new skills is a great motivator”

PreMortem.Games

He took some online courses on programming and he was in business, as a solo dev operating under the name of Frambosa , only six months later. So, his solo debut game Billy Bumbum might be the first and last game he made as a one-man-dev-team. But for me it might be different than for other solo devs. This is never a good thing.”

Dev 104
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Solo dev Mario Malagrino “The psychological pressure is the worst part of game development”

PreMortem.Games

I sketch many times, not only my concept art but even game mechanics. Crude will release on 22 December 2023 and Remote Life 2: Fearless on 7 May 2024 The post Solo dev Mario Malagrino “The psychological pressure is the worst part of game development” appeared first on PreMortem Games. On paper, it looks very clear.

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Solo dev Jason Larabie of Rodent Games works after hours on Artificer’s Tower “I live a dual life” 

PreMortem.Games

This isn’t a truly solo project, as I’ve had some contractors help out immensely in concept art, sound, and on the PR front.” I added the first goblin and the basic combat mechanics, and that felt good but still not quite there. The plan is to keep going and meet people along the way who I might be able to scoop up in the future.

Dev 125
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Hello. Do you think having a game programming YouTube channel can be useful as a portfolio? Like recreating game mechanics from existing games or creating new ones, and explaining my thoughts and decisions through the videos. Similar to Artstation for artists, but in this case for programming.

Ask a Game Dev

The regular practice of posting to the blog has honed my skill at taking difficult, technical, and/or complex concepts and conveying them in an intuitive and understandable way. There's a lot to be gained from doing personal game dev work and posting it publicly, but you don't need to go all or nothing. That's basically the rundown.

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“Game critics” often talk about putting critical plot points in DLC, and then when they describe the story in said DLC it’s clear that the original game’s story works perfectly fine without them. But that makes me wonder where the story in the DLCs came from. Is it usually a cut-for-time-or-budget thing, like other early DLC? Ideas that came later (and if so, how much does player feedback affect things)? Ideas that the devs wanted to work in, but that would just clutter the original narrative?

Ask a Game Dev

It’s usually easier to start with concepts from cut content, since we’d already started developing it before we realized it wasn’t high enough priority to finish. The concept behind the old stuff might not fit or might not be fun anymore because the game design went a different direction from when we originally came up with the cut content.

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