Wed.Nov 23, 2022

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Early Return to Monkey Island Puzzle Dependency Chart

Grumpy Gamer

** SPOILERS IF YOU HAVEN'T PLAYED THE GAME YET. Game design isn't a destination, it's a journey and this was one of the stops along the way. There are some fun puzzles in here but they all were cut for a reason, mostly pacing but sometimes because it wasn't as interesting as we thought. Part 3 got cut in half at some point because it felt too long in the wrong place.

Puzzle 98
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Dev snapshot: Godot 4.0 beta 6

Mircosoft Game Dev

Godot 4.0 has been in beta for a little over two months , and the overall feature completeness, stability and usability have improved a lot during that time. We've had beta snapshots every other week, and now we've decided to accelerate the cadence to release a new snapshot every week, to get even faster feedback on our bugfixes, and the potential regressions they may introduce.

Beta 97
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How Mobile Game Developers Are Using In-Game Collaboration Events to Boost Player Retention

Game Refinery

If you’re looking for ways to improve player retention for your mobile game, hosting a collaboration event with a well-known franchise as part of your LiveOps might be the answer you’re looking for. Not only are collaboration events a great way to engage players, but they’re also a great way to boost your game’s monetization through the addition of new content, such as event-exclusive cosmetic items and collectibles.

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Implementing an Effective DevOps CI/CD Pipeline

Rocket Brush Studio

The central tenet of the practice of DevOps are the twin processes of continuous integration and continuous delivery. In order to implement an effective framework that helps organizations streamline production processes to reduce bugs and release software products faster, it is fundamental to understand how the CI/CD pipeline works.

Bug 70
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Creating a Build Environment on AWS with Incredibuild

AWS Games

Game developers often need to compile large amounts of C++ code, which requires lots of CPU resources, and developers also need to process other types of heavy compute tasks such as; shader compilation, rendering, asset creation, image conversion, lightmap baking and more. These tasks can negatively impact the continuous development experience, and productivity, by occupying the local machine resources and studio build farms.

Agent 64
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Michael Blaker’s Bookish Wednesday: Typography and You

Game Industry News

Hey all, I’m back with the first entry in a new sort of topic to cover for this week’s Bookish Wednesday. It’s Typography and You! New sort of topic?: Yeah, so I get asked what are the most important parts of getting into creating stories every so often. I figured I’d point out some really basic things that most authors miss or ignore and don’t really understand why they’re done the way they are.

Writing 52
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What are some “dangerous” kinds of questions you just can’t answer even under anonymity? Obviously sensitive specifics that should get anyone fired for basically leaking. But are there topics we suggest that seem more general than they really are you have had to avoid? Things that if in the horrible event you are outted would be a problem?

Ask a Game Dev

ALT [ Join us on Discord ] and/or [ Support us on Patreon ] Got a burning question you want answered? Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ.

Dev 40