Clicky

Digidiced

Digidiced Digidiced is a studio based in Berlin specialized in developing digital board games. We are a German studio based in Berlin that specializes in developing digital versions of well-known board game licenses.

The studio’s goal is to deliver high-quality apps of the board games we all know and love. All licensed games have cross-platform multiplayer and can be played on iOS, Android, and Windows Phone platforms. The team includes: Felix Dreyfus, lord of the business stuff and game programmer extraordinaire; Simon Gratwohl, “arch tech wizard” and server architecture keeper; Alexander Ommer, social peacek

The studio’s goal is to deliver high-quality apps of the board games we all know and love. All licensed games have cross-platform multiplayer and can be played on iOS, Android, and Windows Phone platforms. The team includes: Felix Dreyfus, lord of the business stuff and game programmer extraordinaire; Simon Gratwohl, “arch tech wizard” and server architecture keeper; Alexander Ommer, social peacek

Wie gewohnt öffnen

The Team of DIGIDICED wishes you a merry christmas and lots of health and best wishes for the new year! If you are still...
22/12/2021

The Team of DIGIDICED wishes you a merry christmas and lots of health and best wishes for the new year!
If you are still looking for a gift ... you might find an opportunity as we have a big winter sale going on right now ^^

Dear Community,we are happy to announce that the redesign of Viticulture Essential Edition is almost available for you. ...
21/12/2021

Dear Community,

we are happy to announce that the redesign of Viticulture Essential Edition is almost available for you. In the next days we will prepare last steps for the launch of the redesign, the implementation of our mainmenu 2.0 and the simultaneous migration to our new server.

This will be important for you:

- Account migration – Everybody who owns our game Gaia Project is already present on our new server. All others will now have the possibility to migrate their account also by updating Viticulture with the coming update.

- How is it done and what will be migrated? – Simply update viticulture and start the game. By opening up your profile you will see that your name and your statistics were migrated. If your former name was taken by someone else you will find an add on to the name after your old one. If you created a new one with Gaia Project already your ID token will be recognized and the Username of the already existing Account will be used. Avatars need to be altered after migration.
If you own other games that are still on the old server you will see a placeholder with blank statistics. As soon as those games are migrated the stats will be included.

Friend list – Please read this carefully… Your friend list will be migrated but it will only show entries of friends that completely migrated already to the new server! Users that do not download the new version and log into their account at least once will not be shown in the friend list. The only exception is if an account was part of a migrated running game. In this case the entry exists on the new server but the Stats will be available only after their first log in.

Ranking – will be migrated. Ranking will only show those who already logged in at least once with the new client.

Replays – We do not migrate saved replays of the account. The feature remains, though.

Running games – Ranked games / fast running games / casual games will be migrated and can be played on. We turned off the time out kicking till mid of January in order to give people the chance to get done with the migration. Games that are “game over” will not be migrated. (Local games won´t be migrated.)

So far from our side. We will inform you when we are set.
Till soon,
your DD-Team

Hello everybody! We are about to ignit our thrusters and bring our digitial version of Gaia Project to your mobile devic...
16/11/2021

Hello everybody! We are about to ignit our thrusters and bring our digitial version of Gaia Project to your mobile devices! On thursday the 18th we will hit playstore and appstore.
Follow this link to get more information on where to find the game and what is planned next.
https://digidiced.com/gaiaproject/

For those who have an eye on Gaia Project the Steam Board Game Event on October 21-25 is a great opportunity to grab the...
06/10/2021

For those who have an eye on Gaia Project the Steam Board Game Event on October 21-25 is a great opportunity to grab the game. There are also new feature updates coming up as we have the chat lobby working in our intern test already. The mobile version of Gaia also leaves the beta soon!
Btw, for those who are interested into Viticulture... there are great news coming up for that game as well. We finished migrating the game to our new server to join Gaia Project. And we are having a redesign in progress. Stay tuned for more news...

Hello dear DIGIDICED community. We have another project update for you and this time Frank Heeren asks Tysen Streib (our...
18/02/2021

Hello dear DIGIDICED community. We have another project update for you and this time Frank Heeren asks Tysen Streib (our AI/Logic Developer) a few questions. We accomplished the 2nd phase of our roadmap and also nearly have phase 3 done. We have the game running already on the new server and are preparing everything to have a start tester group snooping in already. :)
Cheers and happy reading, your DIGIDICED team.

Frank: Hello, Tysen. I’m glad we finally have a chance to talk. Can you tell me a bit about what your responsibilities are in Gaia Project?

Tysen: Sure. I’m in charge of creating all of the rules logic for playing the game, as well as designing all of the AI players. I’m also designing the challenges that we’re planning on including in the game and a new tournament feature.

Frank: Tell me a bit about how the AI works and how it’s coming along.

Tysen: Well… there isn’t an easy answer to give there. Gaia Project is one of the more complex games out there and creating a strong AI is not easy. I’m actually trying out two different methods simultaneously – a more traditional AI based on Monte Carlo methods and another one based on a neural network, like AlphaGo. So far the neural network one has not become strong enough to be better than the traditional AI, but I’m still trying out new things and it may still surprise me. I saw the same sort of difficulty when I tried to make a neural network for Terra Mystica. But I’ve learned a few things since then and trying out a couple of different tactics.
The Monte Carlo AI works by trying to simulate a lot of games as quickly as possible and seeing which moves turn out best. I add a couple bells and whistles on top of that, including some of my own strategic direction, but it’s still a challenge. One of the main difficulties is that Gaia Project is a game where it’s beneficial to come up with a long-term plan and AI’s aren’t that good at long-term plans. Planning the layout of federations is especially difficult. Human players can map out likely planets they will get and the best organization of their satellites. That’s really tough for an AI. The other difficulty is that the federation forming rules are so complicated that it eats up a lot of computational resources just to check if a federation is legal or not. When you’re trying to simulate thousands of games, each microsecond added to the computation of a federation brings the whole thing to a crawl.

Frank: That does sound like a challenge. So how well does it play now?

Tysen: I’m still working on it and improving it, but it’s about as good as someone who’s played a dozen games or so. It will be a very strong challenge for players learning the game, but naturally we’ll have easier versions for beginners to play against.

Frank: What about more experienced players?

Tysen: That’s where the challenges come in. We’re currently setting a series of fourteen challenges – one for each faction – where the map and opposition are predetermined and there’s a special goal to the game. So each game will require the player to not only win the game, but complete the additional objective as well. Some of the challenges are also going to break the rules of the game, add a unique twist, or introduce new technologies or actions. We’ll add difficulty levels to the challenges, probably by giving the AI a handicap of extra resources, just to give an extra challenge to those who want it. It will be similar to the official Automa levels where the more difficult levels give free stuff to the Automa.

Frank: Speaking of the Automa, is that going to be included in the game?
Tysen: We’re still deciding. Maybe. We know some players are looking for the official version to play against as a puzzle, even though we’ll have other “thinking” AI opponents as well.
We probably will have some kind of survey during the beta testing in order to see if the resonance would justify the investment.

Frank: You mentioned tournaments earlier. What do you have in mind there?

Tysen: We’re working on official tournament support within the app. Not everything is finalized, but we’ve got a vision for hosting official worldwide tournaments with potentially hundreds of players. We really want more engagement with our players, and we plan on hosting two or three tournaments a year. We’re thinking about creating a system where players can create their own smaller tournaments as well. The feature will be set on beta so Gaia Project will be also a testing ground to gather feedback as we plan to establish this as a feature throughout our entire portfolio.

Frank: This is a very interesting feature. What is coming up next?

Tysen: Currently Gaia is being linked to our new server structure and we prepare everything for a beta test. Next step will be to set up a test group on steam.

Frank: Awesome. Thanks for your time, Tysen.

Tysen: Sure thing.

Hello dear Gaia Project community. It is time for another project update. We accomplished the 1st phase of our roadmap a...
09/11/2020

Hello dear Gaia Project community. It is time for another project update. We accomplished the 1st phase of our roadmap and also tackled major parts of phase 2 already. This time Frank Heeren (Feuerland Verlag) and Colin Doemer (UI developer at DIGIDIDCED) will shed some light on our latest progress, providing you with a short dialogue. Enjoy the read!

Frank:
Hello Colin, I think we have not meet yet. Can you tell me about your responsibilities in this project?

Colin:
Hello Frank, yes sure. I am working as UI developer and I am responsible for the implementation of the User Interface. This starts with the visible aspects that start with transferring the UI concepts into the project, adding transitions and animations… which are followed by allocating SFX and ending with the connection with the game logic and server structure. As it is quite often the case in indie studios, my responsibilities do not end there. I am also involved in the conceptional work and finding workarounds for special gameplay issues. An essential work of mine is also bug fixing and stuff like that.

Frank:
Ok, concerning such a heavy weight board game it sounds like it is not a trivial task. Have you had a special challenge so far that was generating some headache? Or maybe a part that was especially enjoyable?

Colin:
I am sure that some difficult sections still lie ahead of us, for sure. For now, we focused on the new main menu features and the overhaul of our project architecture. Since we won´t have mobile ports for PC anymore, we adapted our project structure in order to supplement the parallel development of a PC UI and mobile device UI.

Frank:
I see, can you tell me what is new now in the main menu? And how will the PC UI differ from the mobile device UI?

Colin:
DIGIDICED initially started as a studio that specialized in digitizing board games into versions for mobile platforms. The former assumption concerning the PC version was that our games would be played alongside other stuff the user would do on a PC. Hence a windowed version was held for being sufficient. This turned out to be fitting for only a very small portion of the gamers, though. Also, our approach with the extended view of our games that would fill the potential space around a smart phone display with additional panels that only held info panels without interaction, was not received positively as well. As the PC market grew more important, the community was not happy about simple mobile ports, so we decided to offer a separate PC UI.

Frank:
Does this mean that you won´t just use the extra space on a PC screen for chat and game phase info? I admit that I was not that keen about that as well…

Colin:
Yes, this will not be the case anymore. From now on, we will provide a UI that makes complete use of a PC monitor and this will be the case for all future projects since we implemented this in our project structure. Unity 3D, our development client, provides a lot of features that support this approach and we will make use of it.

Frank:
Ok, I am curious to see how it will turn out. So, can you tell me something about the new main menu features?

Colin:
We collected lots of feature requests over the years and also lots of feedback on the existing main menu. Following this feedback, we enhanced the section of the profile. Viewing information and navigating friends is now way easier as we altered the layout of the panels. We also included more statistical information that will also allow you to see the stats of the whole portfolio of games a player owns. We also added a new way to display a certain degree of achievements. For now, it is linked to the actual game, but we are also thinking of linking this to an overall achievement level throughout the whole range of games a player owns.

Frank:
Well that is good to hear. I was having problems myself scrolling through the search results or friend list since it is so tiny and would only display a few results at once. Talking about that, I also remember that it was not too user friendly with how your running games were displayed. Any change there, too?

Colin:
Yes, the running games can now be sorted by type. We also altered the way how they are structured so that they will not be too large anymore. Another new feature was added to the matchmaker. We added a tournament function and also prepared some new possibilities entering ranked games. Btw, we still are discussing the exact way on how the tournaments should function. Tysen Streib has a thread running on BGG. So, for those who want to add some thoughts to that topic feel free to have a look. (https://boardgamegeek.com/thread/2531734)

Frank:
Interesting! I see that you also included some screenshots. What is next on your scope?

Colin:
At the moment, I am working to reach the early alpha state. That means that we implement all existing functions of the game with a proxy UI. Afterwards, we start with the first UI approach, which follows the UI concepts we plan to use for the final version.

Frank:
So, the next update will have screenshots of the game already?

Colin:
I think your next dialogue partner will be Tysen. He will provide the latest status of the AI and tournament structure. I believe we will have more screenshots at that time, yes.

Frank:
Thanks so far, Colin. I am looking forward to the next update with Tysen!

Adresse

Pettenkoferstraße 16-18
Berlin
10247

Öffnungszeiten

Montag 10:00 - 18:00
Dienstag 10:00 - 18:00
Mittwoch 10:00 - 18:00
Donnerstag 10:00 - 18:00
Freitag 10:00 - 17:00

Produkte

Le Havre: The Inland Port
Patchwork
Agricola: All Creatures
Terra Mystica
Bohnanza: Duel
Cottage Garden
TM: Fire & Ice
Isle of Skye
Stockpile
Indian Summer

Benachrichtigungen

Lassen Sie sich von uns eine E-Mail senden und seien Sie der erste der Neuigkeiten und Aktionen von Digidiced erfährt. Ihre E-Mail-Adresse wird nicht für andere Zwecke verwendet und Sie können sich jederzeit abmelden.

Service Kontaktieren

Nachricht an Digidiced senden:

Kategorie

Kunst & Unterhaltung in der Nähe


Andere Videospiele in Berlin

Alles Anzeigen

Bemerkungen

The Team of DIGIDICED wishes you a merry christmas and lots of health and best wishes for the new year! If you are still looking for a gift ... you might find an opportunity as we have a big winter sale going on right now ^^
Dear Community, we are happy to announce that the redesign of Viticulture Essential Edition is almost available for you. In the next days we will prepare last steps for the launch of the redesign, the implementation of our mainmenu 2.0 and the simultaneous migration to our new server. This will be important for you: - Account migration – Everybody who owns our game Gaia Project is already present on our new server. All others will now have the possibility to migrate their account also by updating Viticulture with the coming update. - How is it done and what will be migrated? – Simply update viticulture and start the game. By opening up your profile you will see that your name and your statistics were migrated. If your former name was taken by someone else you will find an add on to the name after your old one. If you created a new one with Gaia Project already your ID token will be recognized and the Username of the already existing Account will be used. Avatars need to be altered after migration. If you own other games that are still on the old server you will see a placeholder with blank statistics. As soon as those games are migrated the stats will be included. Friend list – Please read this carefully… Your friend list will be migrated but it will only show entries of friends that completely migrated already to the new server! Users that do not download the new version and log into their account at least once will not be shown in the friend list. The only exception is if an account was part of a migrated running game. In this case the entry exists on the new server but the Stats will be available only after their first log in. Ranking – will be migrated. Ranking will only show those who already logged in at least once with the new client. Replays – We do not migrate saved replays of the account. The feature remains, though. Running games – Ranked games / fast running games / casual games will be migrated and can be played on. We turned off the time out kicking till mid of January in order to give people the chance to get done with the migration. Games that are “game over” will not be migrated. (Local games won´t be migrated.) So far from our side. We will inform you when we are set. Till soon, your DD-Team
Hello everybody! We are about to ignit our thrusters and bring our digitial version of Gaia Project to your mobile devices! On thursday the 18th we will hit playstore and appstore. Follow this link to get more information on where to find the game and what is planned next. https://digidiced.com/gaiaproject/
For those who have an eye on Gaia Project the Steam Board Game Event on October 21-25 is a great opportunity to grab the game. There are also new feature updates coming up as we have the chat lobby working in our intern test already. The mobile version of Gaia also leaves the beta soon! Btw, for those who are interested into Viticulture... there are great news coming up for that game as well. We finished migrating the game to our new server to join Gaia Project. And we are having a redesign in progress. Stay tuned for more news...
Gaia Project ist auf Steam ab sofort erhältlich. Für 7 Tage kann man es dort mit einem Einführungsrabatt von 25% erstehen. Greift zu^^ Gaia Project is available on Steam! Make sure you use the Launch Discount (it is 25% off only 7 days from now)! https://store.steampowered.com/app/1516400/Gaia_Project/
Hello dear DIGIDICED community. We have another project update for you and this time Frank Heeren asks Tysen Streib (our AI/Logic Developer) a few questions. We accomplished the 2nd phase of our roadmap and also nearly have phase 3 done. We have the game running already on the new server and are preparing everything to have a start tester group snooping in already. :) Cheers and happy reading, your DIGIDICED team. Frank: Hello, Tysen. I’m glad we finally have a chance to talk. Can you tell me a bit about what your responsibilities are in Gaia Project? Tysen: Sure. I’m in charge of creating all of the rules logic for playing the game, as well as designing all of the AI players. I’m also designing the challenges that we’re planning on including in the game and a new tournament feature. Frank: Tell me a bit about how the AI works and how it’s coming along. Tysen: Well… there isn’t an easy answer to give there. Gaia Project is one of the more complex games out there and creating a strong AI is not easy. I’m actually trying out two different methods simultaneously – a more traditional AI based on Monte Carlo methods and another one based on a neural network, like AlphaGo. So far the neural network one has not become strong enough to be better than the traditional AI, but I’m still trying out new things and it may still surprise me. I saw the same sort of difficulty when I tried to make a neural network for Terra Mystica. But I’ve learned a few things since then and trying out a couple of different tactics. The Monte Carlo AI works by trying to simulate a lot of games as quickly as possible and seeing which moves turn out best. I add a couple bells and whistles on top of that, including some of my own strategic direction, but it’s still a challenge. One of the main difficulties is that Gaia Project is a game where it’s beneficial to come up with a long-term plan and AI’s aren’t that good at long-term plans. Planning the layout of federations is especially difficult. Human players can map out likely planets they will get and the best organization of their satellites. That’s really tough for an AI. The other difficulty is that the federation forming rules are so complicated that it eats up a lot of computational resources just to check if a federation is legal or not. When you’re trying to simulate thousands of games, each microsecond added to the computation of a federation brings the whole thing to a crawl. Frank: That does sound like a challenge. So how well does it play now? Tysen: I’m still working on it and improving it, but it’s about as good as someone who’s played a dozen games or so. It will be a very strong challenge for players learning the game, but naturally we’ll have easier versions for beginners to play against. Frank: What about more experienced players? Tysen: That’s where the challenges come in. We’re currently setting a series of fourteen challenges – one for each faction – where the map and opposition are predetermined and there’s a special goal to the game. So each game will require the player to not only win the game, but complete the additional objective as well. Some of the challenges are also going to break the rules of the game, add a unique twist, or introduce new technologies or actions. We’ll add difficulty levels to the challenges, probably by giving the AI a handicap of extra resources, just to give an extra challenge to those who want it. It will be similar to the official Automa levels where the more difficult levels give free stuff to the Automa. Frank: Speaking of the Automa, is that going to be included in the game? Tysen: We’re still deciding. Maybe. We know some players are looking for the official version to play against as a puzzle, even though we’ll have other “thinking” AI opponents as well. We probably will have some kind of survey during the beta testing in order to see if the resonance would justify the investment. Frank: You mentioned tournaments earlier. What do you have in mind there? Tysen: We’re working on official tournament support within the app. Not everything is finalized, but we’ve got a vision for hosting official worldwide tournaments with potentially hundreds of players. We really want more engagement with our players, and we plan on hosting two or three tournaments a year. We’re thinking about creating a system where players can create their own smaller tournaments as well. The feature will be set on beta so Gaia Project will be also a testing ground to gather feedback as we plan to establish this as a feature throughout our entire portfolio. Frank: This is a very interesting feature. What is coming up next? Tysen: Currently Gaia is being linked to our new server structure and we prepare everything for a beta test. Next step will be to set up a test group on steam. Frank: Awesome. Thanks for your time, Tysen. Tysen: Sure thing.
Hello dear Gaia Project community. It is time for another project update. We accomplished the 1st phase of our roadmap and also tackled major parts of phase 2 already. This time Frank Heeren (Feuerland Verlag) and Colin Doemer (UI developer at DIGIDIDCED) will shed some light on our latest progress, providing you with a short dialogue. Enjoy the read! Frank: Hello Colin, I think we have not meet yet. Can you tell me about your responsibilities in this project? Colin: Hello Frank, yes sure. I am working as UI developer and I am responsible for the implementation of the User Interface. This starts with the visible aspects that start with transferring the UI concepts into the project, adding transitions and animations… which are followed by allocating SFX and ending with the connection with the game logic and server structure. As it is quite often the case in indie studios, my responsibilities do not end there. I am also involved in the conceptional work and finding workarounds for special gameplay issues. An essential work of mine is also bug fixing and stuff like that. Frank: Ok, concerning such a heavy weight board game it sounds like it is not a trivial task. Have you had a special challenge so far that was generating some headache? Or maybe a part that was especially enjoyable? Colin: I am sure that some difficult sections still lie ahead of us, for sure. For now, we focused on the new main menu features and the overhaul of our project architecture. Since we won´t have mobile ports for PC anymore, we adapted our project structure in order to supplement the parallel development of a PC UI and mobile device UI. Frank: I see, can you tell me what is new now in the main menu? And how will the PC UI differ from the mobile device UI? Colin: DIGIDICED initially started as a studio that specialized in digitizing board games into versions for mobile platforms. The former assumption concerning the PC version was that our games would be played alongside other stuff the user would do on a PC. Hence a windowed version was held for being sufficient. This turned out to be fitting for only a very small portion of the gamers, though. Also, our approach with the extended view of our games that would fill the potential space around a smart phone display with additional panels that only held info panels without interaction, was not received positively as well. As the PC market grew more important, the community was not happy about simple mobile ports, so we decided to offer a separate PC UI. Frank: Does this mean that you won´t just use the extra space on a PC screen for chat and game phase info? I admit that I was not that keen about that as well… Colin: Yes, this will not be the case anymore. From now on, we will provide a UI that makes complete use of a PC monitor and this will be the case for all future projects since we implemented this in our project structure. Unity 3D, our development client, provides a lot of features that support this approach and we will make use of it. Frank: Ok, I am curious to see how it will turn out. So, can you tell me something about the new main menu features? Colin: We collected lots of feature requests over the years and also lots of feedback on the existing main menu. Following this feedback, we enhanced the section of the profile. Viewing information and navigating friends is now way easier as we altered the layout of the panels. We also included more statistical information that will also allow you to see the stats of the whole portfolio of games a player owns. We also added a new way to display a certain degree of achievements. For now, it is linked to the actual game, but we are also thinking of linking this to an overall achievement level throughout the whole range of games a player owns. Frank: Well that is good to hear. I was having problems myself scrolling through the search results or friend list since it is so tiny and would only display a few results at once. Talking about that, I also remember that it was not too user friendly with how your running games were displayed. Any change there, too? Colin: Yes, the running games can now be sorted by type. We also altered the way how they are structured so that they will not be too large anymore. Another new feature was added to the matchmaker. We added a tournament function and also prepared some new possibilities entering ranked games. Btw, we still are discussing the exact way on how the tournaments should function. Tysen Streib has a thread running on BGG. So, for those who want to add some thoughts to that topic feel free to have a look. (https://boardgamegeek.com/thread/2531734) Frank: Interesting! I see that you also included some screenshots. What is next on your scope? Colin: At the moment, I am working to reach the early alpha state. That means that we implement all existing functions of the game with a proxy UI. Afterwards, we start with the first UI approach, which follows the UI concepts we plan to use for the final version. Frank: So, the next update will have screenshots of the game already? Colin: I think your next dialogue partner will be Tysen. He will provide the latest status of the AI and tournament structure. I believe we will have more screenshots at that time, yes. Frank: Thanks so far, Colin. I am looking forward to the next update with Tysen!