-
5 votes
-
Unreal Engine 4.25 released!
7 votes -
World of Warcraft's game director Ion Hazzikostas on how the game's culture has evolved with the internet
6 votes -
Indie GameDev provides an interesting insight of how their seemingly popular game performed poorly on launch
13 votes -
Croteam: Croatia's game dev pioneers
5 votes -
How would you feel about companies releasing "game concepts" for you to test?
What is a "game concept": visually-unpolished but functional game costs little compared to the full product only basic UI and UX solid, release-worthy mechanics released publicly in order to test...
What is a "game concept":
- visually-unpolished but functional game
- costs little compared to the full product
- only basic UI and UX
- solid, release-worthy mechanics
- released publicly in order to test a particular kind of gameplay (standalone, not part of any other game)
- retracted once the testing period is over
- testers get 50% off purchasing or updating to the polished, complete game (possibly also in-game perks)
Pros:
- game design team gets to test quirkier ideas without the investment of a full game
- mostly prevents flops (idiocy and hubris can still lead on)
Cons:
- players have to pay in order to participate (fewer players will want to join)
- game is retracted after testing is over (may cause player discontentment)
The essence of early access. Relevant to titles anywhere between AAA and indie (though more suited to AAA). Good early tests generate publicity. Bad tests are not as bad a publicity due to disclosed status.
Thoughts?
14 votes -
Anatomy of a DOOM Eternal fight
3 votes -
"Invisible" sound design in Breath of the Wild
9 votes -
How guards in stealth games see and hear, and how different solutions lead to different game experiences
4 votes -
Against the hegemony of hit points - Games don’t necessarily need less violence—but they do need more varied approaches
7 votes -
As Naughty Dog crunches on The Last Of Us II, developers wonder how much longer this approach can last
17 votes -
Subtle mechanics in Celeste that widen timing/positioning windows and make the game feel better to play
18 votes -
The genius of Prey's Gloo Cannon as a multi-purpose game mechanic
5 votes -
Designing the enemy AI of The Division 2
6 votes -
How level design can tell a story
7 votes -
Kazuhisa Hashimoto, inventor of the famous Konami Code, dead at 61
8 votes -
Hue Jumper - This entire game fits in a 2048 byte zip file! Made for 2kPlus Jam
19 votes -
The design challenges of Children of Morta
5 votes -
Accessible game design and focusing on the gaps
7 votes -
What are your thoughts on how romance is handled in gaming?
Romantic relationships in gaming are often heavily debated, with lots of criticism and lots of support for the myriad experiences out there. I don't have a single specific question related to the...
Romantic relationships in gaming are often heavily debated, with lots of criticism and lots of support for the myriad experiences out there. I don't have a single specific question related to the topic, only some guiding ones. Feel free to answer any/all of these, or simply give your thoughts on the topic:
- What are some games that you feel have handled romance well?
- What are some games that you feel have not handled romance well?
- What particular advantages does gaming have with regard to portraying romantic relationships?
- What particular disadvantages does gaming have with regard to portraying romantic relationships?
- Are there any games that have depicted romantic relationships that were particularly resonant to you?
- What would you define as some "best practices" for game writers/designers with regard to in-game romance?
- What would you define as some "mistakes/errors" for game writers/designers to avoid with regard to in-game romance?
15 votes -
Pack-ratting in video games: How can developers encourage or discourage players from hoarding?
7 votes -
Godot Engine awarded Epic Megagrant ($250K)
15 votes -
Making signature moves for the distinct characters of Shovel Knight
9 votes -
"Total" Discord integration for community participation in development
I've been discovering recently how convenient Discord can make developing with the feedback of your community, or of selected members of your community. This is assuming that you are already...
I've been discovering recently how convenient Discord can make developing with the feedback of your community, or of selected members of your community.
This is assuming that you are already talking with your dev team and community on Discord and have a server for that.
Create your game on the Discord platform (they do the same thing as Steam basically), and integrate an alpha-access store page right into your Discord server as a channel. This store page can be restricted to whomever you want via normal Discord permissions. Binaries can be distributed wonderfully simply this way, becuase if you're talking with the community in Discord already, you can just send them to that store page channel embedded directly in your server where they can simply click "install" to test your most recent binaries.
The agreement with Discord restricts only a few things that I wasn't interested in anyway: They don't want you to do an exclusive deal with another distribution service (duh), and anywhere you advertise your game you must mention that it's also available on Discord in addition to wherever else you're distributing it. That's pretty much fine with me.
Anyway, I'm having a lot more fun with this than I had previously trying to distribute pre-release alpha binaries, so I wanted to see what you all thought about it. And what criticisms there are to be had.
7 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 -
Designing the simulation of the wild and wonderful Planet Zoo
3 votes -
Godot 3.2 has been released
5 votes -
Cyan Worlds co-founder Rand Miller discusses the challenges of getting Myst to work on CD-ROM | War Stories
5 votes -
The team behind Warcraft III looks back at the game that birthed a genre, changed a franchise, and earned a Reforge-ing
5 votes -
Video game subtitles could learn a lot from comic book lettering
19 votes -
Housemarque's 25th anniversary is this year, and they've put all other projects on hold to focus on finishing an unannounced game they've been working on for three years
4 votes -
Balancing act: How developers approach making games feel "fair"
6 votes -
The Dreadnought Diaries - A new series of development diaries following upcoming projects at Ninja Theory
3 votes -
The two types of randomness
8 votes -
Designing Manifold Garden's believably unbelievable world and puzzles
9 votes -
Rethinking the meaning of success through the stories of Phil Campbell, co-founder of Quantic Dream and former creative director on major franchises like Tomb Raider
4 votes -
The closing walls around China’s independent game developers
7 votes -
Indie Games and Developers
This year I wanted to make a point to support and follow more indie game developers. I thought I'd post this topic to spread some love. Let's share indie game projects and developers that we are...
This year I wanted to make a point to support and follow more indie game developers. I thought I'd post this topic to spread some love. Let's share indie game projects and developers that we are currently following to help them get some more exposure. Here are a few from my end:
Pizza Tower:
https://pizzatowerguy.itch.io/
The demo feels so good to play. Controls are really tight and art/animation is really charming albeit eye-straining on higher resolution.
Guinea Pig Parkour:
https://twitter.com/GPigParkour
This game is not as far along as Pizza Tower, but the game-play footage looks superb. Seems like a taxing process considering the level of polish being demonstrated. Looking through GPigParkour's twitter, apparently this is something that they have been working on since 2016.Headcannon (Stealth):
http://www.headcannon.com/vertebreaker.html
You probably know Headcannon as the development team behind Sonic Mania. Despite the amazing job they did on Sonic Mania they don't receive much of anything for their hard work. The only pay from Sega that they received was the commission to create Sonic Mania and don't receive any revenue from sales. A recent kickstarter for the game Vertebreaker had be be cancelled because they were unable to raise enough funds for it. The founder and head of Headcannon Stealth goes into detail about this in the linked video. I highly recommend you check them out and donate to their Patreon if you can. They certainly have the talent and know how to create some cool ass games.
13 votes -
Introducing the GamesIndustry.biz Academy, a new section of the site for guides on a variety of topics related to game development and the industry
5 votes -
The untold story behind the design of Transistor
5 votes -
Indie game VVVVVV's source code is now public
22 votes -
A condemnation of time - Discussion of how to tell a linear story in a medium that is inherently nonlinear
4 votes -
Meditation Games: a launcher that has a different small game for each day of the year
7 votes -
The making of Outer Wilds
9 votes -
Sixteen significant gaming industry figures talk about some of the major trends and changes in gaming over the last decade
10 votes -
Katamari creator Keita Takahashi on why his games are both silly and serious
6 votes -
People don’t really need bigger worlds in games, they need better ones, says Dying Light 2 director
12 votes -
QA Lead at Obsidian explains a bug in The Outer Worlds where the game decided your companion was dead, despite the fact that companions usually can't die
18 votes -
Tough love: On Dark Souls' difficulty
7 votes -
Credits are not 'extra' - why game credits matter
5 votes