Tech Discussion Devlogs
Small updates as of January 12: References to Image updated to the Texture type, as this is the type we are actually using in our examples. Drawing logic can...
Sup y'all, long time no see! Our last devlog seems to have sparked quite a lot of interest in how we've built our game, so we though why not give it another go?...
While working on my entry for Pirate Jam 2019, I was happy with parts of the game, but felt gameplay lacked the fun factor. At the time I had just learned parti...
Hi folks, I have recently finished porting Gardenia to Godot. It was my first complete project using the engine and I wanted to share some notes and thoughts. D...
ok peeps so.... IF YOU DONT KNO HOW TO DO MORE THAN 3 COLOURS or like exit-from-dialogue then lenny's FAQ is here so i drew it in colours with my established c...
Here is a little article describing how levels are generated in Skeletal Dance Party. It is released for #notGDC 2019, the game development non-conference for e...
This post is not a beginner tutorial, it is just an explanation about how I achieved the smooth fog effect in the game. To start off the game is grid based. The...
The previous entry in this devlog concluded that, before implementing new characters, we needed a storage format for them. Indeed, making a new character for a...
The Super Tilt Bro.'s engine is now capable of handling multiple characters. That took a good chunk on work, but there is nothing to show. No ROM with hundreds...
FPS movement was working okay in the previous Foxhunt, but I wanted to fix two major flaws: sliding up the steepest of hills, and bumping down a smooth incline...
I wanted the item you carry around to always follow the player camera, but not perfectly. I wanted it to fall behind and catch up, have its own momentum. Parent...
A few super simple examples, as seen in debug mode. Hey, so I know that these days all of roguelikes have "amazing procgen" listed on their feature list as if...
In the first Foxhunt, I handled input, cursor-movement and mouse-looking all in the same block of code. I have since learned that these should be thought about...
Since there were a few questions on how we achieved the graphics for Ludum Dare game Deadline of the Dead , here’s a brief breakdown of how everything was pu...
A new version of the Sizeable Demo has just been uploaded! It doesn't contain any new levels tho, sorry! The reason why is because I don't want people to just s...
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Hey all! It's been a couple of weeks since we released Rift Core. In that time, I've been writing some tech-oriented blog posts about the visuals in the project...
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When the player needs to deposit a carried Item somewhere to advance the game, a key in a lock for example or a certain colored cube in a certain shelf, I call...
I have a working elevator in my mountain now! Seems like a simple thing, but to get here I had to tear up a lot of code and reconsider so many parts, all the wa...
Memento Mori is built in Twine . Being a web developer, using the DOM instead of a purely Canvas-based approach to build responsive, progressively enhanced layo...
When we worked on FRIGŮL during the game jam, I didn't really have the time to look into our build system. I just had 5 minutes before the deadline and went fo...
Hey Party People, My name is Jon and I was the 3D artist and project manager for the Global Game Jam 2019 game, Roomies. As 3D artist I was responsible for all...
Horizontal milling in PixelCNC has always been a bit fudgy. For many projects it gets the job done but for some projects it's less than ideal in the toolpaths t...
"a night train to the forest zone" running in bitsybox on a raspberry pi bitsybox is a desktop bitsy emulator that can run games in the plaintext .bitsy format...
During the last few days, I decided to focus a bit on level generation. I wanted to try adding new variations for existing generators and clean up generation co...
Yo, what's up! We've been a bit busy lately with the ongoing campaign, but we figured it's about time we made another HowTo post, this time: TRANSLATIONS!! (cue...
Tea For God is a VR game. This means that it has to render two images for each eye. And it has to do so in 90 frames per second. There are several approaches to...
Intro Hey! I'm Rauno, the technical half of our global team working on Escape from Aeon (EFA). I've been thinking about writing a proper devlog post for a long...
Hey guys, it's been a while. Sorry I had to skip last weeks blog post. I was busy fixing bugs and polishing the game before 0.2 alpha release. In case you misse...
Super Tilt Bro. is not a retro-game. It always tried to be a modern game on retro hardware, and modern games are playable online! We "simply" put a WiFi chipset...
Once you enable developer mode setting, a number of keyboard shortcuts become available: ~ - show console TAB - show minimap F2 - show profiler F3 - Show Bullet...
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Hey guys, As promised in the last week devlog , this weekend I'll dive into explaining how you can modify or create content for Soulash. This will be a bit tech...
I have done 90% of my development for 20kAtm using test levels made by hand, which is kinda ridiculous for a procedural dungeon crawler. But hey, better later t...
I'm polishing the Richter boss fight in the Night Market. I've achieved a decent AI by combining her animator state machine with her AI logic, augmented with ex...
So gamedev has been progressing... slowly... the reason why is for two incidents that happened with the game. This is going to be very long and probably boring...
Well,here is our second devlog !So exciting :D During the last 2 weeks,Everhood underhood code has undergone a huge change.In fact, it's not the same code, all...
Hello, all! Carrot here! When I held my Twitter poll for devlog topics, production process won by a landslide, which means it's time to take a Deep Dive™ into...
There was no "Tuesday JS" update this week because I got interested in ASCII ART and couldn't find an editor with the functionality I needed, so I decided to ma...
Hello everyone. Oak reporting in. Time for another devlog! We're gonna talk about writing. Gamewriting, in particular. Writing for games. For Death and Taxes. S...
Greetings! As a studio , we want to create games that touch people in deeply meaningful ways and to put something out into the world which has a positive impact...
Have you ever heard the expression "ripping off the Band-Aid?" So, Refactor is written using LĂ–VE , which is a wonderful little game-development framework. LĂ–...
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For Foxhunt 2018, the first thing I worked on was the white and blue salt-desert look. I plopped down a few default cubes on a plane, spun up an emissive red su...
Let's see another technical part of Everhood ! This time we are going to see how our game localization work ,without any spoil! Trying to not spoil the story...
Today the Stars of the Screen ’s October update went live! It adds three secret levels. One of these is a simple homage to Flying Toasters (with a twist!) and...
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Pathfinding is one of those concepts we as players don't tend to put a lot of thought into. Unless it's broken! For RTS games decent pathfinding has always been...
Intro When it comes to programming architecture, sometimes, new devs can be a little lost. Here are my thought about how is Everhood architecture and what is th...
To the 5 people that will read this: I got a lot of feedback from the last demo about the WPM stat being broken. It actually was for the very first version of t...
Welcome to the update! I had been hoping to show you giant mushrooms (which can be used as an alternate source of lumber) in this update, but it's still not qui...
I finally did something I'd been meaning to do for quite some time: I replaced the naĂŻve collision check in Little Bouncing Ball with one that uses a quadtree...
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Intro In the last devlog about Everhood code architecture, I've mentioned that we use scriptable objects. Let's see what is a scriptable object and how we use t...
Intro As everyone knows, we are in summer! Regarding Everhood, the development will maintain the same rhythm as before. Working on Everhood is rewarding! So why...
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