Just as with standard notation for Tatsu, I couldn't find a pre-existing standard for move or board notation for Lost Cities. If you're not familiar with BlueLine Games, we're best known for making digital versions of board games, and Lost Cities by Reiner Knizia is the next game we're working on. Below is my draft
Continue readingSimple project-sharing page (open source) in PHP
When reading a great article from the creators of Soma Water about how they raised $100,000 in 10 days on Kickstarter, the shared the idea of this share-page that they sent to their closest friends & supporters to ask them to share the project with their friends. The little landing page was cute, functional, and
Continue readingProposal for "Tatsu" standard notation
The tabletop designer of Hive, has just begun releasing his newest game, Tatsu. It's out in the UK and getting great critical acclaim, and is currently rolling out in mainland Europe and the United States during the summer of 2016. Since it's such a new game, there isn't a standardized notation for moves yet... so
Continue readingHow Hive sold more in Year 2 than Year 1 despite the "Indiepocalypse"
As a small two-person team, we were able to sell more units of Hive in it's second year after launch than we did in the first - despite living through the "Indiepocalypse". This experience flies right in the face of the conventional wisdom of the game sales cycle being mainly one giant launch spike followed
Continue reading"Simply Chess" - now free to play on Steam!
Our fourth game, "Simply Chess" is now available on Steam! It's just what it sounds like: Chess! We wanted to stick to the basics, but to provide a ton of play modes: local multiplayer, pass-n-play, 100 Levels of AI powered by the Stockfish engine, online play, and async play (correspondence chess) w/Steam Notifications. We are
Continue readingOverview of our Board Game Engine at Steam group
Our official BlueLine Games Steam Group has a new post that gives an overview of our Board Game Engine.
Check it out!
Continue readingDesigning your own Game Servers for Asynchronous Play (Postmortem)
Making your own game servers is fairly significant undertaking, so now that we've released our own game servers and started using them for our games - Hive, Khet 2.0, and Reversi - I thought I'd share a brief postmortem to help anyone else considering going this route at some point. Why host your own Game
Continue readingHow to slow your framerate in XNA / Monogame / FNA
Sometimes, you may need to slow-down your framerate to test certain behavior in your game/app as it would appear on really bad hardware. The following snippet lets you easily tweak a framerate at runtime. Since Update() gets called every tick, just put this in any GameComponent and you should be good to go. Press "+"
Continue readingIntroducing "BlueZebra" a GPL command-line Reversi AI
Today, we're releasing some Open Source freeware! As part of creating our next game (Reversi for PC, Mac, and Linux on Steam), we wanted to make use of some of the great AI that's already been written for Reversi over the years. One of the most respected Reversi AI programs is WZebra by Gunnar Andersson.
Continue readingWhy aren't there more board games on PC? ...Tablets? ...Xbox?
I often hear the question of why there aren't more board games on a certain platform. The short overarching answer is just that digital board games are a niche-market, so big game companies aren't often willing to take the risk of making them. However, I think there are some hints as to where board games
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