Why having a Switch demo may have hidden advantages, even more great trending information from SteamDB, and a host of other useful info for those looking to get their game seen.
Describing technical and design issues associated with having creatures that occupy multiple cells in the grid-based world of a roguelike, with solutions.
Second of a 2-part series. Game composer Winifred Phillips delves into the dynamic music system for the recently-released SPYDER video game, developed by Sumo Digital for Apple Arcade. Part 2 explores the action system (including many video examples).
At this stage, the design team has defined the role that the open world will play in the desired game experience and has chosen one or more player progression strategies. It is time to "draw" the open world itself.
An introduction, overview, and deep dive on the power of C#'s Attributes.
A broad survey of the most important systems that went into creating Mafia III’s AI such as perception, position selection and the cover system.
Turns out there are VERY GOOD wishlists on Steam, and VERY BAD wishlists, in terms of conversion. How do you know which ones you have? We're going to try to find out...
Many people think that it's great that so many games are available to purchase these days, but as someone with an infinite backlog to get to, it's time to talk about an evergrowing problem facing developers.
In this second part, I will cover a key need that an open world map must meet: Players’ progression.
There is no silver bullet in having people find your game. If you’re relying on one thing to change your fortunes radically - you’re using the wrong strategy to develop & market your game.