Issue #547: Cellular Automata, MeshAnything, and Badlucky level in Flood Escape

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Issue #547 - June 28th 2024

Weekly newsletter about Web Game Development.
If you have anything you want to share with our community please let me know by replying to this email, thank you!
 

Articles:

Making games that pay the bills: 6 steps to profitability
A process that helps come up with hooky concepts and estimate how successful they could be on Steam.
Matt Hackett at Valadria

Presenting Discord app pitches 2024 category winners
We received thousands of entries for potential Activities on Discord this year, which is incredibly impressive with this year's competition requiring entrants to submit a playable prototype.
Nelly at Discord

Why Interplay’s original Fallout 3 was canceled 20+ years ago
OG Fallout producer says "Project Van Buren" ran out of time and money.
Kyle Orland at Ars Technica

Creating compelling and continuous gameplay in a cozy farming/life sim adventure
In the sea of games offering very similar types of experiences, creating emotionally meaningful connections go a long way in crafting a memorable experience.
Deborah Chantson at Game Developer

Little Kitty, Big City: how a former Half-Life dev’s game for his kids became an overnight success
Double Dagger founder Matt Wood takes us through the development of his smash hit feline adventure.
Paul Cecchini at GamesIndustryBiz
 

Tutorials:

Cellular Automata
I love procedural generation. As a hobbyist game developer, it is the concept and technique that I keep reaching for in my games.
Justin Young at DevTo
 

Competitions:

OP Guild × Arcadia: deadline extended
 

Tools:

MeshAnything: artist-created mesh generation with autoregressive transformers

Retro Diffusion
 

Demos:

Pop dat bubble wrap

Neon rings and a sphere

Dweet of the week: sandblaster
 

Videos:

Contra Reforged - the original Contra goes 3D in a fan made prototype
 

Games:

Badlucky level in Flood Escape

CosmoPirates launched on Steam
 

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