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

PreMortem.Games

This also meant we had less dev time to fix bugs or optimize performance. Identify key features you need your engine to support, make some prototypes and see if Godot suits you and your game. The post Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity” appeared first on PreMortem Games.

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Solo dev ansdor loves his total creative control: “I don’t like too much planning”

PreMortem.Games

I had some experience with RPG Maker when I was 14, learned the basics of programming and 2D graphics at that time. People who follow indie/solo devs on social media tend to be really nice and positive, but even so it takes a lot of effort.” For the first time it seemed feasible to me. What’s your creative process? “I

Dev 104
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How to Work in a Team in the Board Game Industry

Brand Game Development

I’ve split it into five sections for your convenience: How Ben, Sarah, and Will Got Started How Working in a Team Feels The Downsides of Teamwork Communication in a Team Advice for New Game Devs. This is unusual for most game devs, I think. Brandon: How I imagine teams as a solo dev. How Ben, Sarah, and Will Got Started.

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Why I still use Unity

Radiator Blog

There's been some game dev twittering about Unity vs. Unreal lately. The basic consensus is that Unity's advantages have been crumbling for years, and its attempt to challenge Unreal on high-end graphics has meant neglect everywhere else. For him it's not about the graphics, it's about source engine access and engineering processes.

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Mordhau on consoles: “A lot of smoke and mirrors go into making things hit”

PreMortem.Games

Everything dynamic The biggest challenge for the console port of Mordhau was getting the game running at a good frame rate and a decent graphical quality on the previous generations, Xbox One S and PS4. Plans for a new IP Mordhau has a really dedicated player base, and the dev team at Triternion wants to be there for them. “We

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How We Printed the Tasty Humans Board Game Kickstarter

Brand Game Development

That required a simple vector graphic which BangWee would then use to carve tiny pieces into wood, which would then be later painted yellow. Another minor issue that we resolved shortly after receiving our first Tasty Humans prototype was ink oversaturation on the box and the rules. A minor hiccup in quality control.

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Happy 5th Steam Release Anniversary

Greenheart Games

It’s been five whole years since Game Dev Tycoon released on Steam. After days of brainstorming and discussions, we settled on the idea of making a game dev simulator. We were inspired by Game Dev Story on the iPhone (made by Kairosoft) and wanted to make a game in that genre with our own spin on it. Left: preview style.