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

PreMortem.Games

German indie developer Vivid Storm Interactive is a three person team that started when they launched a Kickstarter campaign for Ascent of Ashes in 2021. Studio owner and Lead Developer Max Hermann originally developed the idea for the game in the time when he was still a computer science student and active in the RimWorld modding scene.

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Old World Designer Notes #3: One Unit per Tile

Designer Notes

The big change that always gets mentioned when going from Civ 4 to Civ 5 is one-unit-per-tile (1UPT), which is interesting as 1UPT is purely a mechanical – as opposed to thematic – change. Generally speaking, opinions were divided over (although largely in favor of) the success of one-unit-per-tile.

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Top Emerging Free Game Development Tools and Trends!

Big Games

Buckle up, aspiring developers, because the barrier to entry just shrunk to the size of a pixel! We’re talking free game development software , mind-blowing technology, and trends hotter than a dragon’s breath. So, are you ready to unleash your inner game developer? Let’s jump in!

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NVIDIA Research Shows Interactive Texture Painting with Gen AI at SIGGRAPH Asia Real-Time Live

Nvidia

Rather than generating complete results with only high-level user guidance, this prototype shows how AI can function as a brush in the hands of an artist. The AI in the prototype is designed to ensure that the brushstroke includes variations of the reference, without deviating too much from its identity.

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Board Game Pacing: Keeping Your Game Interesting (Tasty Humans Pt. 5)

Brand Game Development

Join my community of over 2,000 game developers, artists, and passionate creators. Early in development, I realized that the game would be best if I could fit the experience into a 30-60 minute time frame. There is also an escalation in strategy as the players fill up their boards by acquiring more and more Leader tiles.

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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. It’s been an extraordinary privilege of mine to work with Ryan Langewisch, the designer of the game as well as Tyson Mertlich, the developer who helped make the magic happen so early on. But my role?

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Godot XR progress update June 2021

Mircosoft Game Dev

Mobile GPUs are very different from desktop GPU, to make better use of limited access to fast memory mobile GPUs use a tile based architecture. This means that the render buffer is divided into smaller tiles. All geometry is processed first while the GPU keeps track of which triangles need to be rendered to each tile.

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