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The Last Dev Diary & What Comes Next

Brand Game Development

Today marks the conclusion of Dev Diary: Lessons Learned through the Making of Highways & Byways. This is the last Dev Diary. You may be asking: why stop the Dev Diary now? What comes next? Start to Finish: Publish and Sell Your First Board Game is still going to continue.

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Creating the First Version of Game Rules

Brand Game Development

I’m trying something different on the Dev Diary. Important context information, yes, but that’s not what I set out to do with this series. My hope with the Dev Diary series is that by being really direct and transparent about my own development experiences, you’ll see how I respond to real problems.

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The Raw Emotional Reality of a Kickstarter Launch

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. However, I think it’s better to write openly and directly about what is one of the scariest thing creators can encounter: Kickstarter launches. I talked about that last week. Click here.

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3 Years of Marketing Harvest Island

Yobob Games

I just knew I needed my next game to be bigger than my previous if I wanted to be a game designer full time. The advice from other devs was to make small games and grow your fan base. So, I thought, my next game has to be bigger and people have to care about Harvest Island. That’s what I did for my recent trailer.

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Creating the Perfect Board Game Scoring System (Tasty Humans Pt. 2)

Brand Game Development

In my first Designer Diary post for Tasty Humans , I talked about the mechanics of dropping shapes (which represent the titular “Tasty Humans”) in order to fill up the stomach of the each player’s monster. Next, I needed to figure out what would work best as an objective. What determines the satisfaction level of their monster?

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How to Fight “Tired Mode” as a Game Dev

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. That last one happened to me on Wednesday. Part of what makes Tired Mode so devastating is condition 2: “you are unable to recognize your own inability to effectively perform mental work.”

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4 Ways to Keep Promises on Really Complicated Projects

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. How do you come up with a reliable estimate of how long it takes to make a board game? Just here for Highway s & Byways updates? Click here. Knowing the difference can save your reputation.