In the far-off future, Mankind has left quite a lot of things going on Earth that they know very little about anymore. One such thing was the huge robot factory at the bottom of the ocean. It was turned over to the AIs and left going while humanity headed up into the stars. However, that […]
While some games pay a little bit of lip service to items being in 3D space, they really are just flat table games. CodeWorld isn’t like that. You really will be moving up, down, and all around a lattice-work cyberspace world. This new miniatures game is up on Kickstarter now. From the campaign: Following an […]
With the Ratcatcher’s hitting pitches, it’s time to start looking at the next of the Minor Guilds that will be coming to Guild Ball. They’re the Falconers, a Minor for the Hunter’s Guild. Today’s our first look at what they’re capable of and, man, it’s quite a bit, getting an eyeful of this first figure. […]
The week continues its inevitable march towards the weekend. It’s been a busy one for me, with lots of releases coming out tomorrow, there’s a lot of work to be done. Plus, you know, all the news (that’s fit to type). I’m really looking forward to some time off this weekend. I’m getting a bit […]
As a game designer, dealing with feedback is an everyday part of the job. I share 5 tips that aim to help you improve how you deal with feedback during game development.
In this post I'm sharing information how a couple of simple changes to my game's key art on Steam and the game's name made a huge impact on the sales. I also bring up some possible issues for consideration when you think about changing your game's name.
Back in 2011, the Bowery district was alive and kicking. You will never find a more wretched hub of scum and villainy. This was one of the regions players would bounty hunt aliens in the cancelled sequel to Prey.
In this first post of a multi-part series, we will look at what causes are creating problems for emerging game territories. This first part focuses on the common aspects most of those inside such territories are familiar with.
Simply having interesting mechanics isn't enough to get players to use them. There are a number of factors which may undermine their usage, and thus, the fun of the game. This article discusses the major categories to look out for.
Fourth and final part of a series on managing and scaling Dedicated Game Servers with open source projects Kubernetes and Docker. In this version we write a strategy to scale down our Kubernetes cluster, while making sure we don't interrupt active games.
Our design goal for X-Morph: Defense were destructible environment and a stable framerate. While not mutually exclusive, it took a lot of time and effort to make it all work. Here's what we did in order to meet our own and our players' expectations.
This article considers the matter of Christianity in commercial video games and provides examples - subtle and overt, successful and not - regarding Christian iconography, themes, and references, as well as how authors could make Christian video games.