Sat.Aug 06, 2022 - Fri.Aug 12, 2022

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No one Talks about the Stamina Bar in Farming Games?

Yobob Games

No one Talks about the Stamina Bar in Farming Games. What the Stamina Bar Does. The Stamina bar is often a secondary thing in gamers minds. It’s like, Oh, so my energy goes down if I use this. And they continue on with the game. So if you’re mining, you just have that stamina bar in the back of your mind as you carefully whack away the stones and your stamina drops down little by little.

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New paper applies predictive processing to “what is fun?”

Raph Koster

T his paper on “Mastering uncertainty: A predictive processing account of enjoying uncertain success in video game play” is very worth a read if you are interested in the frontiers of figuring out what “fun” is. Luckily for me, it doesn’t say I’ve been on the wrong track for decades. It does raise interesting questions given its framework — I’d love to see slot machines explained — though there is some stuff on affect that likely ties in.

AI 52
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Dev snapshot: Godot 4.0 alpha 14

Mircosoft Game Dev

We're working towards finalizing the feature set for 4.0 beta, reviewing many PRs which have been opened prior to our roadmap feature freeze announced a couple of weeks ago. While this process is ongoing, we'll keep releasing alpha builds so here's 4.0 alpha 14 ! Same deal as usual, lots of bugs fixed and more refactoring and feature work. Some noteworthy changes in this release: Add turbulence/noise for ParticlesMaterial ( GH-55387 ).

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CHIEF PERKS OF CHOOSING 2D ART OUTSOURCING SERVICES

Moonmana

What does it take a game to become popular and therefore profitable? The market today is full of various options. Once users open the store, they get dazzled by such a wide range of offers. That is why it is crucial to make sure the game you are going to launch is bug-free as well as visually attractive. . Visual matters indeed! It is fair to say that any video game is a work of art.

Art 52
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My Game is made in RPG Maker MV?

Yobob Games

My Game is made in RPG Maker MV. RPG Maker & It's bad History. RPG Maker has a very bad history of making bad games. And it’s mostly because it’s such a low entry into game development. There’s no programming involved and all the art needed is given to you to make games quickly. That’s why I regret making my game in RPG Maker MV.

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What does inflation mean for the games industry?

Gamesbrief

I’ve recently been asked to think about what rising inflation ( 8.2% in the UK in June; 9.1% over the last 12 months in the US) means for the video game industry. There are three areas to think about: the impact on prices the impact on costs the effect of the wider political and economic situation. My current TL/DR is that prices for consumers will go up, but not enough to offset the increase in development costs (salaries, energy, and to a lesser extent physical distribution).

Games 52

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RPG Design Choices: Objective Systems

Cloudy Heaven Games

Many RPGs have vast worlds to explore, with lots of quests, items, monsters, and other things to discover. So at any given time, how does the player know what to do next? Have you ever … Continue reading → The post RPG Design Choices: Objective Systems appeared first on Cloudy Heaven Games.

Games 52
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Why Harvest Island is Different from the many Farming Genres

Yobob Games

Why Harvest Island is Different from other Farming Sim Genre. Harvest Island is a Story Driven Game. There aren’t a lot of story driven games in the farming genre. In fact, there’s one game that comes close to it and it’s rune factory, but that’s a flip of a coin because the main goal of rune factory is to farm and get marry just like the other farming simulator.

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Defining truthfulness: Alfonso Cuaron

Filmustage

Hi. What if we told you that today we wanted to tell you about the first Latin American director to receive the award for Best Director, as well as for Best Film Editing and Best Cinematography? We hope many have guessed that the hero of our blog is Alfonso Cuarón. However, all these regalia mean nothing without the works of this director, which, unlike statuettes, carry with them a rich cultural significance.

Film 52
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new Quake map: Breakfast Under The Balloons

Radiator Blog

I made a new single player Quake 1 map called "Breakfast Under The Balloons" for the community map pack Coppertone Summer Jam 2 , where mappers were encouraged to make sunny summer-y themed maps using the popular community rebalancing mod Copper. I like making sunny maps anyway, and the first CTSJ back in 2020 was when I made my first Quake map, so the event has a special place in my heart.

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Data Structures in RPGs: Stacks

Cloudy Heaven Games

In this post, we will be looking at another data type, the “stack.” A stack is an ordered collection of elements that operates on the elements in a “last in, first out” (LIFO) order. What … Continue reading → The post Data Structures in RPGs: Stacks appeared first on Cloudy Heaven Games.

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GSoC 2022 - Progress report #1

Mircosoft Game Dev

Like in previous years, Godot is participating again in the Google Summer of Code program for its 2022 edition. This year we selected 3 projects, and the 3 students and their mentors have now been working on their projects for two months. We asked them to write a progress report to present what they're working on and the current status. Here are the 3 projects/students with links to the relevant sections in this post: Refactor and UX updates of ColorPicker by Vitika Soni ( Vitika9 ).

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Optimize game servers hosting with containers

AWS Games

Game developers look for ways to improve online multiplayer experience while balancing availability and cost effectiveness. Containers and Kubernetes help modernize game server hosting running on virtual or bare metal machines to improve compute allocation density, optimize data-transfer cost and maintain high performance. Our containerization approach includes the game-server lifecycle, such as packaging game binaries and assets, as well as running and disposing of the game server.

Games 52
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D2 log 069 – Editor streamlining

Catnip Games

While making a test level to try out some gameplay-related code I realized the editor had become a bit cumbersome to use. It was time for another round of editor improvements. Some commands got moved into a global top menu bar, which helped a lot. Not all controls need to be always visible. Second, I added a panel with the sorely needed list of all entities in a level.

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