December, 2018

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Board Game Designer vs. Developer vs. Publisher

Brand Game Development

Creating board games takes an enormous amount of time and effort. The simple fact is that there are a lot of distinct tasks that have to be handled to turn a game from an idea into reality. This is why I urge each new board game designer to share the workload , delegating tasks to a team instead of doing them all alone. When it comes to delegation, it helps to define some roles.

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Where's the Pulley?

Grumpy Gamer

It's missing the pulley in the middle. Archie McPhee's is only a 5 minute drive from me, so I might head down there and protest. I'll need signs. Someone call the local TV station.

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AtG Weekly Update #3 – Economics

Jon Shafer

Welcome to the third pre-launch weekly AtG update! Every Sunday afternoon a new article will go up, and each week will have its own theme. This past week our theme was economics, and you can also follow along with future (or past) daily updates on Twitter. You can also check out previous weekly updates on the AtG … Continue reading AtG Weekly Update #3 – Economics.

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Social Design Practices for Human-Scale Online Games

Lost Garden

For this year’s Project Horseshoe, an annual game designer think tank, our workgroup investigated small-scale MMOs. You can read the other reports here: [link] Our group consisted of: Alexander Youngblood, Game Designer at ArenaNet Amy Jo Kim, Chief Executive Officer at Shufflebrain Crystin Cox, Principal Program Manager at Microsoft Daniel Cook, Chief Creative Officer at […].

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Dev snapshot: Godot 3.1 alpha 4

Mircosoft Game Dev

We released Godot 3.1 alpha 3 last week, and it's now time for another alpha build, 3.1 alpha 4. We plan to have a last alpha build within one week, and then we should be ready to move into the beta stage, where we only merge critical bug fixes until the branch is stable enough for the final release. Contrarily to our 3.0.x maintenance releases , which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!

Alpha 52
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Dad And The Egg Controller

Tom Francis

After dad died, trying to be useful, we looked through his office. ‘Office’ is underselling it – there was so much equipment that it could equally qualify as a workshop or even a lab. It had the special kind of ordely chaos of a place filled with a thousand incredibly specific things, meticulously organised by type, when you don’t know any of the types.

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Thimbleweed Park Sales

Grumpy Gamer

Interesting tidbit. Last quarter, Thimbleweed Park did 3x as well on Switch than Steam and overall has done better than Steam. It's hard to tell if we did really well on Switch are just badly on Stream. Probably a little of both. Steam sales were never where I thought they should be. The Apple number is a little misleading due to the Mac App Store and iOS being lumped together.

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Weekly AtG Update #2 – Clans

Jon Shafer

Welcome to the second pre-launch weekly AtG update! Every Sunday afternoon a new article will go up, and each week will have its own theme. This past week our theme was the clans, and you can also follow along with future (or past) daily updates on Twitter. You can also check out previous weekly updates … Continue reading Weekly AtG Update #2 – Clans.

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Review: Elder Scrolls Online (2018)

Sunday Sundae

Is Elder Scrolls Online better today compared to when it was released back in 2014? Yes it is. If you're up for an adventure, read on as we explore how ESO plays in 2018. The post Review: Elder Scrolls Online (2018) appeared first on Sunday Sundae.

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Call for participation for GodotCon 2019

Mircosoft Game Dev

Last month we announced the GodotCon 2019 in Brussels (4-5 Feb 2019), as well as a contributors-focused Godot Sprint (31 Jan & 1 Feb 2019) and our stand at the FOSDEM 2019 (2-3 Feb 2019). We have a few updates since then: We found a venue for GodotCon and the Godot Sprint: it will be at the Ludus Académie , like last year (Quai du Commerce, 48, 1000 Brussels).

Engine 52
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"Modern" C++ Lamentations

The Astronauts

This will be a long wall of text, and kinda random! My main points are: C++ compile times are important, Non-optimized build performance is important, Cognitive load is important. I don’t expand much on this here, but if a programming language or a library makes me feel stupid, then I’m less likely to use it or like it. C++ does that a lot :) “Standard Ranges” blog post by Eric Niebler – about C++20 ranges feature – was doing rounds in the game development twi

Build 40
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Why Board Game Publishers Like Some Games and Don’t Like Others

Brand Game Development

It’s no secret that board game publishers like to reduce risks. Most publishers have a system in place to help them filter marketable game ideas from unmarketable game ideas. Explained this way, it sounds innocuous. It looks like a true meritocracy where the best ideas are the ones taken to the market. Yet the process, so heavy on rejection, has left many game designers heartbroken.

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Ten Great Adventure-Game Puzzles

Grumpy Gamer

Ten Great Adventure-Game Puzzles. P.S. I'm not linking this just because I'm mentioned three times. Really. I'm not.

Puzzle 40
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Weekly AtG Update #1 – The Map

Jon Shafer

Welcome to the first weekly AtG update in the final countdown to the January 23 release date! Every Sunday afternoon a new article will go up, and each week will have its own theme. This first week our theme has been the map, and you can also follow along with future (or past) daily updates … Continue reading Weekly AtG Update #1 – The Map.

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Review: F1 2018

Sunday Sundae

Do you like to drive really really fast? Then the latest F1 2018 game is for you! I've been busy playing this for a while and am ready to share my experience with you all. The post Review: F1 2018 appeared first on Sunday Sundae.

Games 52
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Dev snapshot: Godot 3.1 alpha 3

Mircosoft Game Dev

Already more than a month since our previous alpha , yet we haven't been idle in the meantime. Hundreds of fixes and enhancements have been done in the master branch, which we are pleased to bring to you as Godot 3.1 alpha 3. This new development snapshot brings us one step closer to the beta stage, which we should reach before Christmas. Contrarily to our 3.0.x maintenance releases , which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new

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C++11 way of initializing integers

The Astronauts

So this tweet by Arseny Kapoulkine got me interested: One of the most annoying changes to C++ that happened in the last decade for me personally is the introduction of initialization-using-curly-braces and people starting to use it all over the place. There are rare cases when that might make sense, but seriously, int count{ 0 };? Now, I love the curly-braces initializers in C#, but I haven’t used them in C++ much.

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Goodbye 2018. Hello 2019.

Grumpy Gamer

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