Indie developer Ivan Porrini spoke about the development of B.I.O.T.A – metroidvaniya in the spirit of four–color retro games on the Game Boy
B.I.O.T.A is not only a tribute to the four-color retro games on the Game Boy, but also a unique title in the genre of metroidvania. We contacted its creator, Ivan Porrini, also known as small bros, to discuss his professional path and the process of developing B.I.O.T.A.
Paintbucket: about the features and difficulties of developing Beholder 3
Despite the fact that the previous parts of Beholder were developed by Warm Lamp Games, the publisher Alawar attracted the German indie studio Paintbucket Games to create the third one. Co-founder of the company Jörg Friedrich (Jörg Friedrich) in the framework of Talents in Games Conference 2022 spoke about the features and problems of working on Beholder 3.
Nexters: “Graphics are secondary to gameplay. It serves the goals of the game”
Anton Kravets, Art director of Nexters Boost, spoke at the Talents In Games Conference about how to treat game development, why graphics are secondary to gameplay and what a developer who devotes too much time to art from the very beginning of development may face.
How much could it cost to develop the first Fallout in 2022?
A discussion broke out on the network about how much the budget of the first part of Fallout would change in 2022. On the one hand, modern technologies accelerate the development and simplify its individual elements. On the other hand, it is impossible not to take into account many other factors, including inflation.The discussion of this issue began with a post on Reddit.
The alpha version of the open Godot 4.0 engine has been released with a new rendering system and an updated editor
The developers of Godot have presented the “alpha” of the fourth version of their open source engine. It has been in development for two years. Among the key features are new rendering and lighting systems, changes to the physics engine, an improved import system and an updated editor.In a post on the official website, Godot developers invited everyone to take part in alpha testing.
How to design a city for a game with a view from above — tips from an architectural designer
Architectural designer Pixel Architect showed how to design a city in the style of pixel art using the example of his game Chef RPG. He spoke in detail about the basic rules for designing a map for projects with a top view, and also demonstrated all the stages of work on the city.
From assembler to C++: which programming languages were used at different stages of the development of the gaming industry
There has been a big discussion on Reddit about programming languages that have been used to develop video games at various times. Users recalled games written in BASIC, the era of assembler and the transition to C++, and also shared stories from their own practice.Assembly language was used in the 80s and early 90s.
Solitaire Cruise Retrospective: how the game changed in the first year of surgery
A little over a year has passed since the worldwide release of Solitaire Cruise. During this time, the project has managed to grow greatly and enter the box office top 3 tapeworms in the world. In this regard, Belka Games talked about how the first twelve months of surgery went for the project team.
Industry representatives on whether it is necessary to indicate the names of developers in the credits: “It’s just human”
The problem of mentioning studio employees in the credits periodically causes great discussions in the professional environment. From the latter, we can recall the case with the release of Sherlock Holmes: Chapter One, when Frogwares studio initially forgot to mention a number of former developers. We talked to several representatives of the gaming industry about how common this practice is and how to deal with it.
King’s Bounty II Development details: One skeleton for all characters and a leaf animation system
Alexey Vlasov, technical art director of 1C Entertainment, shared the details of the development of King’s Bounty II. In a fairly short time, the team had to create a number of tools to speed up development and optimization — including procedurally generated vegetation and a special approach to creating hundreds of characters.
How to prepare to create a prototype of a hyper-casual game: CrazyLabs instructions
Game development usually begins with the creation of a prototype. However, even before this stage, a fair amount of work needs to be done, says Rotem Eldor, product director at CrazyLabs. In an article for the Gamesindustry website.biz he told what the preparation for the creation of a successful hypercausal title should consist of.
Unity Developers will now need a Pro Subscription to make Xbox Games
At the end of June, Unity updated the licensing rules for its engine without public announcements. The changes affected the developers of games for closed platforms. Now it will be impossible to create projects for Xbox without a Pro subscription.The rules came into force on June 30.
Amazon has introduced an open source AAA game engine based on Lumberyard
Amazon decided to significantly upgrade its Lumberyard technology and turned it into an open source engine. It is called Open 3D Engine and is suitable for creating cross-platform AAA games. The developers note that there will be dozens of different tools in the new modular engine.Lumberyard was originally based on the CryEngine engine, which Amazon licensed from Crytek in 2015.
The demo for Unreal Engine 5 weighs 100 GB and requires at least 32 GB of RAM
Together with the release of Unreal Engine 5, a technodemo was released in early access, demonstrating the new capabilities of the engine. The interactive scene looks impressive, but requires 100 GB of free space and at least 32 GB of RAM. This has given rise to discussions about the growing requirements for drives in new games.
A new version of the open Godot engine has been released with an emphasis on optimization
The developers of the open source Godot engine presented version 3.3. Work on it was carried out for seven months. Among the main innovations are the web version of the editor, a new API for iOS plugins, support for M1 chips, as well as improved rendering tools, multithreading and working with HTML5.Web Editor in Godot 3.3