August, 2017

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The Board Game Industry: Powers That Be & The Hype Machine

Brand Game Development

This is not a post about what you need to do, think, or spend to make a game, nor is it a post about board games themselves. This is a post about the players in a much bigger game: the board game industry itself. It’s time to talk about your potential customers, the eight powerful groups in the board game industry, and The Hype Machine. Need help on your board game?

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We need your help to improve our documentation system!

Mircosoft Game Dev

About Godot Documentation. Like many other mainstream projects, Godot uses the Sphinx doc generator graciously hosted on ReadTheDocs for its documentation. This has worked great so far, as it allow us to have a very mature system with versioning and search functionality. It also has great features such as previous and next indices or the fact it fetches the source pages from our GitHub project , where we can write them comfortably in reStructuredText.

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Bernie DeKoven

Game Design Advice

Last month I had the privilege of presenting Bernie DeKoven with the inaugural Lifetime of Play award at the Games for Change festival. Here’s what I said… It is my great honor today to give the very first Games for Change Lifetime of Play award to Bernie DeKoven. This award is very appropriately named, because Bernie has definitely dedicated his lifetime to playing games, making games, thinking about them, writing and teaching about them, changing them, intervening in the world to m

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Everything You Need to Know About Highways & Byways So Far

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. However, this week is purely an update – educational posts will resume as normal next week. It has been about five months since I first started working on Highways & Byways. Just this last week, a lot of things finally clicked.

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7 Subtle Player Behaviors You Should Notice When Play-Testing

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Just here for Highway s & Byways updates? Click here – it will take you right to the updates at the bottom of the page. I have play-testing on the brain. In the wee hours of the morning last Friday night, James Masino delivered the first serious draft of Highways & Byways board art.

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Maintenance release: Godot 2.1.4

Mircosoft Game Dev

It has been four months already since our previous stable release, Godot 2.1.3 - and one year since the release of our stable 2.1 branch and the start of the work on Godot 3.0, which should soon see a new alpha build. This exceptionally long development cycle for Godot 3.0 has encouraged many Godot users to contribute new features to the stable branch, in order to bring them faster to end users and to their projects.

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Godot and OpenHMD at the Kiel Open Source and Linux Days

Mircosoft Game Dev

This is mainly of interest to the German members of our community, but maybe also German-speaking users of the neighbouring countries: Godot will be present as the Kiel Open Source and Linux Days ( Kieler Open Source und Linux Tage , alias Kilux) in Kiel, Germany, on Friday 15 and Saturday 16 September 2017. Godot and OpenHMD (VR) stands. Several core Godot developers will be there (Andreas alias Hinsbart , karroffel and myself ), and we hope to see many other members of the community at our boo

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How to make your dream game, publish it and not die in the process

Mircosoft Game Dev

Motivation. Today I'm reinstalling my development computer, so I can't do much programming. Compiling Godot takes increasingly more time, so I guess a new setup is one more way to accelerate Godot development. The motivation for this article is that many devs asked me to write it for a long time. Despite being the lead developer of Godot, I have almost 20 years of experience developing and shipping games, and a decade of experience as technical consultant.

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Support Godot on Patreon! Let's make the best game engine ever, together!

Mircosoft Game Dev

Godot is now on Patreon! We are launching a Patreon site to help fund Godot development. Help us develop Godot better and faster by becoming our Patron!

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The Art of the Play Test: Designing Tests and Keeping Records

Brand Game Development

Board game development is incredibly iterative by nature. As a neophyte developer, you may go into a project with a clear idea of what your game is going to be like only to find that your ideas don’t work at all and that your failures have opened a whole new path for you. This is super common. The meandering, wild, iterative nature of game development is why I liken it to a journey.

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5 Easy Ways to Network in the Board Game Industry (Without Being a Weirdo)

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Just here for Highway s & Byways updates? Click here – it will take you right to the updates at the bottom of the page. With Highways & Byways public play-testing fully underway, I’ve got the delightful advantage of having never had a “no-show event.” I had a lot of those when I was creating War Co. and trying to get people to play with me on

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Bankrolling Your Board Game’s Development

Brand Game Development

Heads up: I’m going to be talking about money in lots of detail. You need to know this information if you want to self-publish, but I’m giving you a heads-up because money is a very emotional subject. This is one of the hardest, most soul-crushing lessons I’ve learned. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.

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8 Signs Your Game is Ready for Blind Play-Testing

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Just here for Highway s & Byways updates? Click here – it will take you right to the updates at the bottom of the page. Play-testing has been really high up on my radar for the last couple of weeks. Between 7 Subtle Player Behaviors You Should Notice When Play-Testing and The Art of the Play Test: Designing Tests and Keeping Records , you might think that’s

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Why we should all support glTF 2.0 as THE standard asset exchange format for game engines

Mircosoft Game Dev

Introducing glTF 2.0. glTF 2.0 was introduced two months ago by Khronos , the body behind Vulkan and OpenGL. Today, this format was added to Godot, which now supports the full specification. The reasoning behind this late feature addition is that, now that we released 3.0 alpha1, users need more content to test with the new 3D engine. Sites like Sketchfab provide plenty of PBR-ready assets for downloading, and plugins that export scenes from other popular game engines to this format.

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A small defense of glTF 2.0 on its comparison against OpenGEX

Mircosoft Game Dev

What is this and why? A few weeks ago, I wrote an article about why I believe glTF 2.0 to be a great format and that we should encourage its widespread adoption. I also compared it to other formats, including Eric Lengyel's OpenGEX. As I mentioned on the original article, I think OpenGEX is a very good format. My main criticism to the format was that development is not lead in what today would be considered an open fashion.

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