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151 votes
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Saints Row developer Volition permanently shuts down
53 votes -
Super Mario Bros. Wonder is what happens when devs have time to play
23 votes -
How Digital Eclipse set the standard for preserving video game classics with their first Gold Master Series title – The Making of Karateka
8 votes -
Sparrow Solitaire for Playdate
16 votes -
Defunct studios discussion - Who remembers Black & White?
I just finished playing through the Fata Deum demo and you can really feel the B&W roots, even if it's minus your pet. While there's lots to be excited about off the back of Fata Deum, it does...
I just finished playing through the Fata Deum demo and you can really feel the B&W roots, even if it's minus your pet.
While there's lots to be excited about off the back of Fata Deum, it does kill me that this IP was left for dead considering how innovative the gameplay was at the time and how much potential it had.
Does anyone have fond memories of other hits from now defunct studios?
31 votes -
Introducing the Epic First Run program
26 votes -
Ball und Panzer Golf: Making a Playdate game in a week
16 votes -
The offbeat, wonderful Keita Takahashi, creator of Katamari
20 votes -
The team behind Super Smash Bros. Brawl
6 votes -
Why the liquids in Half-Life: Alyx look so dang good
34 votes -
The Digital Antiquarian: Diablo
17 votes -
The making of Vampire Survivors
31 votes -
Any experience with making a board game?
My friend and I embarked upon a journey over the past few months to create a tabletop board game. The interesting part is that we were motivated by the emergence of generative AI and the...
My friend and I embarked upon a journey over the past few months to create a tabletop board game. The interesting part is that we were motivated by the emergence of generative AI and the capabilities it had in rapid prototyping concepts. On a whim we said, let's see how far we can push making a board game. We pushed Midjourney, ChatGPT, and a variety of creative tools to help build the foundation for our game. We both have design chops and are into diy, creative design, and 3d printing, and technology to help get this thing past the finish line.
We are now at the point were after many iterative sessions, we have a functional and fun to play game! Our intention is to give it away as a free downloadable that folks can 3d print and paper print all the parts so they can play too! Huzzah! We are balancing the rules and creating the instructions which is not something we are relying on AI aside sticking to the theme. We are in search of inspirato on what makes gameplay fun for folks today.
Question What are the most fun, exciting, or challenging aspects of any tabletop or board games you play? What keeps you engaged?
EDIT
I didn't give many specifics on the game itself, and figured it might help. Remember we used AI to come up with this storyline. The prompt was to write a story for a "Sci-fi Christmas Horror" board game...The basic premise is that you are attending a party at the North pole celebrating the research of Dr. Frost on ancient Christmas magic. Predictably things go bad, and you have to find your way out before it's too late and you are killed by a troop of Christmas themed monsters.
The games objective is to work together to escape the facility by collecting sleigh parts, fighting monsters, navigating a maze in dark hallways, and visiting special rooms to solve puzzles. It's all kinds of ridiculous but fun it its own way.
12 votes -
Link has more animations than you think
10 votes -
Any Bevy (the rust game engine) users here?
Bevy just released their version 0.11, so I figured it would be a nice opportunity to ask the Tildes gamedevs if they were using it :) Bevy is a rust game engine - more like a set of libraries...
Bevy just released their version 0.11, so I figured it would be a nice opportunity to ask the Tildes gamedevs if they were using it :)
Bevy is a rust game engine - more like a set of libraries actually - that's been gaining popularity the last few years. It has become the de facto toolset if you want to make a game in rust. It is very opinionated towards Entity-Component-System (ECS), and uses the pattern to facilitate parallelism and multi-threading.
Personally, I'm using the
bevy-ecs
lib (not the whole engine) to write a roguelike and hone my skills in rust. I enjoy it but it's not really beginner-friendly. The official docs are lacking, and you'll have to dig in the auto-generated api docs to make the most out of it. However, I appreciate that each release not only brings new features, but also refines existing ones. The engine is getting better - not only bigger - release after release.16 votes -
The making of Noctis, the 'No Man's Sky' forerunner whose creator retreated from the world
12 votes -
Game Jam 2023 just kicked off!
7 votes -
RPG Maker and learning game design
I have been making a game with Rpg maker MZ in my free time. It is a slow process, but it is coming along. With no background or experience with coding, I had attempted to jump into Unity a while...
I have been making a game with Rpg maker MZ in my free time. It is a slow process, but it is coming along. With no background or experience with coding, I had attempted to jump into Unity a while ago, but quickly became overwhelmed and gave up. Rpg Maker has felt like a great onboarding for learning game design. The simplicity of making events, adding in sprites, sound effects, dialog and anything else you want is amazing. I've gone from googling how to do the simplest of things, and now have a full town with npcs, a dungeon with puzzles and a few quests, and usually able to figure out any problems on my own. It feels like my own little world. I even have a small discord that I post updates to and get suggestions/comments from friends and family.
I think when I am done with this demo, I may give Unity another shot. I feel like I have a much better understanding of how to think when designing a game. I know Unity is a much bigger step, but I feel like I can at least see the staircase now.
So I guess my question for you is, what other programs have been instrumental to your game design journey? Have you used Rpg Maker and what are your thoughts on it?
16 votes -
What’s a genre or style you wish was explored more in games?
It’s often argued that open-world, zombie survival, and the likes have been overdeveloped and variety needs to be introduced to help stimulate an otherwise stale market. What do you wish upcoming...
It’s often argued that open-world, zombie survival, and the likes have been overdeveloped and variety needs to be introduced to help stimulate an otherwise stale market. What do you wish upcoming games had that the others do not? Were there any titles that just fell shy of your expectations?
66 votes -
The genius AI behind The Sims
8 votes -
Making games
14 votes -
The famous Nuclear Gandhi glitch in Civilization is a hoax
52 votes -
Finland games industry disappointed by new immigration reforms – 30% of the industry is made up of gaming professionals that have immigrated to the country
10 votes -
A dialog in Real Time Strategy - The early years of competition between Blizzard and Westwood
18 votes -
Behind the road tools | Developer insights #1 | Cities: Skylines II
11 votes -
Making tutorials feel natural
6 votes -
Pour one out for HDDs because PC games are starting to require SSDs
59 votes -
How to discuss probability to/as devs and the community?
Consider A game system with a random success rate of 1% (a) (like a loot drop in an mmo) A game system with a random success rate of 1%, pity=100 (b) (pity in this context means the probability of...
Consider
- A game system with a random success rate of 1% (a) (like a loot drop in an mmo)
- A game system with a random success rate of 1%, pity=100 (b) (pity in this context means the probability of success is changed on your 100th successive failure to 100%)
How long would it take a player to earn an their success given 1 attempt/minute?
The answer for (a) is "infinity" which the community rarely accepts. It is possible (though unlikely) for someone to fail forever, they can. The answer for (b) at most 100 attempts (100 minutes).
Developers can describe (a) as the average player will succeed after a little over an hour (~69 attempts). However the 99th precentile takes about 7.5 hours... and the unlucky 1%? Longer. 1 hour and 7.5 hours aren't in the same ballpark.
Anyone have a solution to cut through the mathplexity? Decisions in their own game design or what they've seen others do? I simply have pities when the odds are worse than 1 in 5 or relegate (a) style probabilities to combat systems (non-reward).
16 votes -
The creators of Disney’s new platformer explain the hard lessons of making games for kids
13 votes -
I spent three weeks trying to port Super Auto Pets to the Gameboy Advance
10 votes -
Pixel art animation reinvented, a simple feature that allows us to easily change the appearance of our characters without the need to recreate every animation - Astortion Devlog #26
11 votes -
Why it is time to start thinking of games as databases
14 votes -
The OTHER most philosophical video game ever made
8 votes -
Inside the making of Redfall, Xbox's latest misfire
19 votes -
Remedy's creative director Sam Lake shares how the long-awaited sequel to Alan Wake finally became a reality
6 votes -
How I designed Fruit Ninja
9 votes -
Does adding story to open world survival games work well? An agonising deep-dive into the strange game that is The Forest.
5 votes -
Blinks are useful in VR, but triggering blinks is tricky
11 votes -
How two people spent twenty years creating gaming’s most complex simulation system
5 votes -
Naughty Dog's game design is outdated
6 votes -
How hard is it really to create your own video game?
I kind of want to start this discussion because something I’ve always wanted to do is make a video game, even if it’s just a small indie platformer. I’ve even gone so far as to plan out an entire...
I kind of want to start this discussion because something I’ve always wanted to do is make a video game, even if it’s just a small indie platformer. I’ve even gone so far as to plan out an entire game universe timeline with fleshed out characters and factions, but I have no point of reference on where to start. So, how do you start this process and where are some resources to learn?
19 votes -
Douglas Adams on the 'Hitchhikers Guide to the Galaxy' game (1985)
4 votes -
Working at Valve: 'A Fearless Adventure' or 'Lord of the Flies'?
9 votes -
2022 saw launcher bloat turn from a minor annoyance into a genuine problem
12 votes -
Meet the man who invented microtransactions years before Oblivion’s horse armour
6 votes -
Exclusive: Armored Core VI: Fires of Rubicon details with Hidetaka Miyazaki and Masaru Yamamura
5 votes -
Why do God of War's characters keep spoiling puzzles?
1 vote -
Making text adventure games (1985)
4 votes -
What is the Fourth Dimension really? 4D Golf Devlog #2
5 votes