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No one Talks about the Stamina Bar in Farming Games?

Yobob Games

There are other ways to play with this fatigue and stamina concept. The ideas give a new design tool for me to work with and it expands on the farming genre games. Usually game developers don’t give a lot of thought into stamina bars and how it can affect the characters and game design.

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The Future of Art & AI in Game Production

iXie gaming

Predicting the outcomes of complicated gaming systems is one area where AI is having a significant effect. This feature is especially helpful for online games, which rely on real-time simulations to work successfully. Generating Game Content Every video game features countless unique models, animations, sounds, graphics, and more.

AI 52
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Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

Gradually all these advancements and upgrades add up to a NPC-driven town that can maintain and feed itself automatically. Until then, you're forced to actually play the game, chopping wood and grinding for materials. It takes good parts of other good games, and skilled talented people spent lots of time and money on it.

Indy 52
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Godot Visual Scripting Tutorial For Absolute Beginners

SOVEREIGN MOON

Okay, I got you to do all of this because we often find in our more advanced online course that we teach, students learn abstract concepts better if they first get their hands dirty working with the materials first. Okay, but before we jump into theory, let’s first play the game we’ve created. Want to Make Video Games?

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The three most important qualities in an RPG

Keith Burgun

Also, worth listening to my conversation with Pete Seicienski on his “Adventure Gamesconcept, which is very much related to this Sense of Wonder thing ). This newness and ambition was a big part of why, as a player playing the game back then, it was so good at inspiring a sense of wonder.

Fantasy 52
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Deathloop deconstruction / design thoughts

Radiator Blog

This is similar to my tactics games writeup and Enderal (huge Skyrim mod) writeup where I spoil some interesting game designer / systems design things. I don't discuss much of the game narrative. I assume general game design knowledge but minimal Deathloop-specific knowledge. It would feel terrible.

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Sandbox vs themepark

Raph Koster

Earlier in MUD design, these zones even “repopped” all at once. It was like resetting a little stage-play; the NPC actors hit their marks and reappeared at their start location. Not that I coined them, of course; the concepts were very much in the air. It’s stuff that single-player game designers know how to do.

Sandbox 64