Sat.Mar 11, 2017 - Fri.Mar 17, 2017

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Dev Diary: 03/17/17

Brand Game Development

Pack a cooler, fill up the gas tank, and grab a 20 oz. styrofoam cup of coffee. We’re going on a road trip! Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. I’ve been hinting and hinting and hinting and hinting at a new board game project for a while. Today, I’m making it official!

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Godot 3.0, new progress report and GDC

Mircosoft Game Dev

February was spent mostly rewriting the import and export workflow of Godot, so not many pretty visual features were added. At the end of the month, I also went to San Francisco for GDC. Import workflow. The import workflow is mostly complete. Beginning with Godot 3.0, Godot will attempt to import files transparently (no more import -> menu), more in the vein of how Unity works.

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Morphblade And Imbroglio: Making A Game To Test A Critique

Tom Francis

I released Morphblade last week, which is a game I made in direct response to Michael Brough’s Imbroglio. They’re both games where you move around a grid of different tile types, and the one you’re standing on determines what you can do there. I’ve also been playing a lot of XCOM 2 lately, and dreaming up my own indie equivalent to solve its clarity problems.

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Colony: Letting Leaders Lead without Losing Losers (A guest post by Burt Yaroch of the Healthy Gaming Network)

Brand Game Development

Brandon: The following is the second guest post by Burt Yaroch of the Healthy Gaming Network. Not only does he help gamers make healthier choices, but he’s a fledgling designer himself! Today he shares with us a game he really enjoys: Colony. Burt: I’ve fallen in love with Colony by Bezier Games, designed by Ted Alspach, Toryo Hojo, and N2 (the pen name for Yoshihisa Nakatsu).

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