-
9 votes
-
How Townscaper works: A story, four games in the making
8 votes -
Bloodborne PSX: Recreating Bloodborne as a PlayStation One game
4 votes -
Allegations of sexism, bullying, and burnout: Inside the Microsoft studio behind State Of Decay 3
4 votes -
Hyperbolica devlog #7 (probably final): Dialogue system
3 votes -
The battle for Bungie's soul: Inside the studio's struggle for a better work culture
11 votes -
The Legend of Bounce Back - My playable tribute to thirty-five years of Zelda
13 votes -
The importance of button prompts
3 votes -
Hyperbolica devlog #6: Pushing Unity to its limits
5 votes -
Crash Bandicoot dev on optimizing for the PlayStation | War Stories
12 votes -
Activision Blizzard hires union-busting firm as workers start to come together
25 votes -
GDC Talks for Unreal Engine 2021
6 votes -
Unity able to build and port to ChromeOS
5 votes -
The Digital Antiquarian: System Shock
7 votes -
Star Citizen developers fed up after being expected to work during devastating Texas snowstorm
14 votes -
Vampire: The Masquerade - Bloodlines 2 delayed indefinitely
15 votes -
Hyperbolica devlog #5: Non-euclidean 3D modeling
5 votes -
Hyperbolica devlog #4: Projecting space
4 votes -
The art of the demo: Drama from game mechanics in The Last of Us Part II
3 votes -
The Digital Antiquarian: Master of Magic
4 votes -
The Digital Antiquarian: Transport Tycoon
4 votes -
The Digital Antiquarian: X-Com
6 votes -
Hyperbolica devlog #3: Rendering hyperbolic spaces
8 votes -
Hyperbolica devlog #1: Non-euclidean geometry explained
4 votes -
The mysterious origins of an uncrackable video game - Atari 2600 game Entombed
17 votes -
How Prince of Persia defeated Apple II's memory limitations | War Stories
7 votes -
Hue Jumper - This entire game fits in a 2048 byte zip file! Made for 2kPlus Jam
19 votes -
Lorne Lanning discusses his journey to become a game creator, and how the mind-control mechanic solved Oddworld's narrative problems | War Stories
5 votes -
Cyan Worlds co-founder Rand Miller discusses the challenges of getting Myst to work on CD-ROM | War Stories
5 votes -
Robin Sloan: Three things I learned about games while contributing writing to Neo Cab
4 votes -
Exploring the tech and design of 'Noita'
6 votes -
Director's Cut Part 1 - Destiny 2's game director on where the game has been over the last few months and where it's heading next
3 votes -
The Digital Antiquarian: Sam & Max: Hit the Road
8 votes -
The Digital Antiquarian: Day of the Tentacle
7 votes -
The Digital Antiquarian: Return to Zork
5 votes -
Experimental Gameplay Workshop 2019
9 votes -
Sean Murray at GDC
15 votes -
The Digital Antiquarian: Darklands - The first CRPG ever released by MicroProse Software
5 votes -
Two devs automated the process of generating and publishing "garbage" mobile slot machine games on Google Play, and made over $50,000
28 votes -
The Digital Antiquarian: Ultima VII
6 votes -
Do you restrict your game purchases to avoid Early Access?
A couple of years ago I had the itch for a 3D platformer and didn't feel like replaying Super Mario 64 for the nth time. I saw that there was a game called Poi and it was clearly inspired by SM64....
A couple of years ago I had the itch for a 3D platformer and didn't feel like replaying Super Mario 64 for the nth time. I saw that there was a game called Poi and it was clearly inspired by SM64. I picked it up and played it while it was in early access.
I enjoyed my time with it, but because the game wasn't content and feature complete, I ended up making my way through an unfinished, buggy version. This is not a complaint, as I knew well that it was still in development, but I can't deny that it hampered my enjoyment of the final product. When I finally sat down to play through the game for the "first" time after its release, my previous experience soured my current one because I was retreading familiar, albeit improved, levels.
Distance, another early access game I purchased, released in full this past month. Unlike with Poi, I actually stopped myself from playing Distance in early access (after trying it out briefly), so that I wouldn't ruin the game for myself. As such, my enjoyment of it has been far greater. Those two games, plus a handful of others, have made it such that I pretty much will no longer buy a game if it's in early access, simply because I'd rather wait for the full thing.
With that in mind, I'm curious if other people do the same thing, or if some people actually like the behind the scenes experience of playing a game as it gets built? Also, what are some early access success stories that have had solid, full releases? What are some that would be considered successes in spite of the fact that they haven't fully released yet?
12 votes -
How music was made on Super Nintendo
6 votes -
Any hobbyist gamedevs interested in working on a project together?
I've been trying to get back into game dev recently and I'd love to work with someone if you're up for it. I'm also down to join existing hobbyist projects, although I have a thing I'm currently...
I've been trying to get back into game dev recently and I'd love to work with someone if you're up for it. I'm also down to join existing hobbyist projects, although I have a thing I'm currently building at the moment.
- I'm based in SF; I'm willing to work remotely with someone, but would definitely prefer someone in the area.
- I'm a software developer with 6ish years of experience programming, a CS degree and just starting an out-of-college job.
- I've built some small games in the past, mostly in Unity.
- I've got a reasonable amount of UI/UX experience but I'm by no means a professional and none of it is all that game-related.
- I can do some pixel art though I'm by no means an expert.
If you make games for fun and are looking for a partner, feel free to send me a PM or just reply to this.
Similarly, I'd like to also suggest a Tildes ~LFG (looking for group) or other meeting-ish area.
12 votes