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How We Printed the Tasty Humans Board Game Kickstarter

Brand Game Development

It’s a tile-placement, puzzle-solving board game for 1-4 players about villagers attacking monsters. So we followed this basic process for the box, boards, rules, cards, and tiles. That required a simple vector graphic which BangWee would then use to carve tiny pieces into wood, which would then be later painted yellow.

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4 Lessons from Terraforming Mars for Aspiring Board Game Designers

Brand Game Development

Beyond the simply trackable resources, you’re also affecting the board through tile placement and determining your destiny through hand management. Use graphic design to convey weight. The post 4 Lessons from Terraforming Mars for Aspiring Board Game Designers appeared first on Brandon the Game Dev.

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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. Without it, rendering the 800.000 tiles that compromise the game map became problematic, so the team had to spend a week on optimizing that. We discovered that in some cases, it took twice as long as normal to implement features.

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Tiles editor progress report #2

Mircosoft Game Dev

Two months have passed since my last progress report on the tiles editor rework. tiles editor series: Tiles editor progress report #1. you are here) Tiles editor progress report #2. Tiles editor progress report #3. Tiles editor progress report #4. Tiles editor progress report #5. Here are the news.

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4 Lessons from Azul for Aspiring Board Game Designers

Brand Game Development

In Azul , 2 to 4 players will collect tiles and tile their 5×5 grid in a way that allows them to get the most points. Players take turns drawing from factory tiles in the middle. After drawing tiles, you have to place all of them on your board. The way that you place tiles determines how many points you earn.

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How to Design the Mechanics of Your Board Game

Brand Game Development

As monks we can only win once we are in perfect harmony, which requires strategic placement of garden tiles to balance our own inner state. Brandon: However, in lieu of both those things for the new game devs in the world, I’d recommend using BGG’s list of mechanics as a good springboard.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

Auto-tiling in tile maps. Auto-tiling in tile maps. Godot now supports auto-tiling in TileMap, authored by Mariano Suligoy ( MarianoGNU ) and enhanced by Damar Indra. This new implementation is based on Tiled Editor 's Terrains and is fully compatible with previous TileSets. Bullet Physics backend.

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