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6 votes
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Woolie Will Figure It Out Ep 1 - About abandoned games and the creative process
3 votes -
Unity's ToS update blocks the use of SpatialOS
13 votes -
Unity responds to Improbable's (SpacialOS) blog post
9 votes -
How "At the Gates" took seven years of my life – and nearly the rest
10 votes -
Subnautica is the open world all open worlds should learn from
8 votes -
The brilliance of video game maps
8 votes -
A young man's ego doomed a much-hyped Jurassic Park game
6 votes -
How a book binds the Return of the Obra Dinn
7 votes -
Graveyard Keeper: How the graphics effects are made
8 votes -
Getting into the games industry
6 votes -
The Digital Antiquarian: Quest for Glory III and IV
6 votes -
Inside Rockstar Games' culture of crunch
7 votes -
How the West was digitized - The making of Rockstar Games’ Red Dead Redemption 2
4 votes -
The making of Fallout Shelter
14 votes -
The pain of designing Path of Exile’s exquisite balance of restriction and reward
4 votes -
Puppo, the corgi: Cuteness overload with the Unity ML-Agents toolkit
5 votes -
Humble Bundle: Unity (Games & Gamedev Assets)
11 votes -
Godot 3.1 Alpha 1 released
12 votes -
The details behind publishing on steam. Earnings, discounts, wishlists.
15 votes -
Is there a gamedev community here?
I'm curious to find out if there are others here who are either amateur or professional game developers.
30 votes -
The AI of Doom (2016)
5 votes -
How music was made on Super Nintendo
6 votes -
Is anyone participating in Ludum Dare 42?
The theme for Ludum Dare 42 was just announced, is anyone on Tildes participating?
10 votes -
How the characters in Animal Crossing "read" the letters that you send them and come up with a response
22 votes -
What's your game that you'd really like to see made?
For me, that'd be a multiplayer war sandbox. Take a big map, plop down resources, population centers and factories, spawn a lot of players who then have to organize to fight a war. To add...
For me, that'd be a multiplayer war sandbox. Take a big map, plop down resources, population centers and factories, spawn a lot of players who then have to organize to fight a war.
- To add espionage, you'd not hard-code a lot about the way teams organize(think removing the guild mechanics from WoW), so one could sign up with one side, then run to a different side (who do not know you already signed up with the first) and do ye olde double agent.
- Research could be modelled as being done by NPC civilians, which produces documents detailing the results. These documents must be on-site whenever the research is being used (i.e. present at factories), so it could be stolen.
- No need to go factorio on the production chains. Their purpose is mostly to enforce cooperation to reach better hardware for the guys in the field.
So, what's your crazy dream game that's never going to be built?
37 votes -
Game studio with no bosses pays everyone the same
19 votes -
The evolution of video game water (part 1)
6 votes -
Dungeons & Dragons helped me appreciate narrative game design
9 votes -
Any game developers here? Share your projects and insights
I'm curious if we have any game devs on Tildes, either professional or amateur. If so, share your games, experiences, or advice for any aspiring developers. I briefly dabbled with game development...
I'm curious if we have any game devs on Tildes, either professional or amateur. If so, share your games, experiences, or advice for any aspiring developers.
I briefly dabbled with game development in the past, which amounted to a goofy helicopter combat game made from the Ogre framework. I've been trying to get it running again, and it's inspiring me to get back into hobbyist game development.
20 votes -
How Journey only truly made sense when almost everything had been cut
11 votes -
Antichamber developer Alex Bruce talks about the process of developing and marketing his game
Alex Bruce gave a pair of talks at GDC 2014 on the development process of Antichamber (trailer) In the first talk he talked about the journey from Unreal mod to full game, presenting at game...
Alex Bruce gave a pair of talks at GDC 2014 on the development process of Antichamber (trailer)
In the first talk he talked about the journey from Unreal mod to full game, presenting at game festivals, networking, the grueling work of getting the game to market, and the lessons he learned along the way:
Antichamber: An Overnight Success, Seven Years In The Making
In the second talk he went over the iterative design process, and how he tweaked things based on how people interacted with the game (spoilers):
12 votes -
Blizzard Dev Watercooler - World of Warcraft Classic
19 votes -
The making of Fallout 76
9 votes -
My game, Levantera, released on Steam back in April. Here is the release trailer for it!
6 votes -
The history of Bethesda Game Studios
6 votes -
Ted Dabney, a founder of Atari and a creator of Pong, dies at 81
6 votes -
Game companies need to cut the crap—loot boxes are obviously gambling
16 votes