Devlogs About Game Design From Those You Follow Page 13
Update 5
22
Hello again! I thought I'd give a bit of an update. To be honest, nothing has been going on but writing, writing, and more writing. Writing and putting everythi...
Here, I'd like to share the details of the monsters in Flee. Due to technical limitations, we couldn't fully replicate the monsters in the game. Instead, I'll b...
Another challenge involved deciding whether to animate elements programmatically or 'manually.' While animation through code often appears more elegant and effi...
Level 3 is rough ready This one is difficult good to test your weaons 🤣...
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I’m not a fan of super wordy games. I wanted to keep dialogues and copy to the minimum. The default fonts on the Playdate are pretty clear and legible. And ea...
“Asphodelium” is a combination of “asphodel” and “lilium”. Both of these are flowers related to death, grief, and regrets. Asphodelium is a melancho...
( This is a post originally from Patreon , that I'm now mirroring over onto the project for anyone interested in the process!) Hi Everyone! ♥ We're now throug...
Un One Shot para Mystale, basado en la novela " Animal Farm " de George Orwell. Un one shot de 44 páginas a todo color. Sistema de Roles ocultos. Admite hasta...
One thing was clear for me since the start: I wanted a gameplay 100% based on the crank. Such a neat controller. I was sold on this idea the moment I first read...
( This is a post originally from Patreon , that I'm now mirroring over onto the project for anyone interested in the process!) I'll be reposting those posts ove...
It started as a fun little weekend project. Which became a Christmas break project. And a Spring break project. And a commute project. Any spare hour, spare day...
Hey everyone, Today, I want to dive into the design and art style of Casus Vita and share some of the design choices I've considered, revised, or finalized thro...
added forest new areas I added some stories and the environment save itself (dont ask how) and a clock is there. (It save every second and the computer hates it...
Hi there, friends and foes of democracy, I write this entry to comment on the hardship of managing a team of when producing a game. As reported in previous devl...
Hey everyone, Exciting news! I'm thrilled to share an early gameplay preview of Casus Vita with you all. In this snippet, you'll get a sneak peek at what's in s...
I recorded a 20 minutes designers talk about the game, the creation of it and the thoughts I have around some parts of the design. I hope you like it! Let me al...
Welcome to the final playbook design blog! Assuming I don't write any more, anyway. Our last playbook to examine is the Firebrand! Design Story : If you've been...
This is a design commentary. It's also downloadable as a PDF in the game text! It's attached to the new 0.7 update and covers all the new changes! DESIGN COMMEN...
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Magical greetings! Over the last few months, we have been working on implementing Shrimp Magicality’s combat system. Since starting this project, we had been...
level 2 is ready. I haven't tested it much yet, the enemies are the same. you have to catch a satellite and keep it with you. good luck...
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Salve Esploratori! Oggi vogliamo immergerci nel cuore pulsante di Antartica, esplorando il delicato equilibrio tra libertà narrativa e struttura tematica che d...
Howdy folks, welcome to the first of (what I hope to be) weekly posts about general design philosophies or development processes when it comes to Blood & Play...
GOOD NEWS, EVERYONE! The concept art for Catalyst: Blind Faith has drawn to a close! I absolutely BLASTED through the final designs I wanted to cement in March...
New game: I'm developing a new game I hope you enjoy it when you finish it !!! ___________________________________________________ It is in the development stag...
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Salve Esploratori! Oggi vi condurrò attraverso il ghiaccio e il vento dell'Antartide, immergendoci nei meandri del game design mentre esploriamo le Relazioni t...
Welcome back to another design blog! I'm working my way through the process of writing the four playbooks of Daybreak on the Battlefield - today we're taking a...
finally homing missile is working. It was simple but hard to define. Specially target holding and vector angle was a struggle. To simplify it all if works great...
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We're back from GDC COVID-free, and it's still Transgender Day of Visibility somewhere. Now, normally one would say "happy" before the name of a holiday, but I...
When we got asked to be part of the Playdate Update , I took a crash course in trailer design by watching a bunch of Derek Lieu trailer talks. Almost 5 hours in...
So, a friend of mine--who is helping me with game development--suggested I launch a Patreon. I did a while ago under the guise of wanting to post some deeper di...
One of the great joys of maturing as a game designer is that I've got very good at making complex systems as simple as possible. But it turns out when you decid...
BOKKIE Full Game Coming Soon ! Stay Tuned !...
all lasers are available. I am most satisfied with the MKIII. I have a lot of problems with the homing missile And don't continue making levels until I get them...
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We are very happy to have chosen and adapted the card layouts for the first four chapters of the game. These are really important, because they include tutorial...
After I had published “Issue 0” of Echoed Invocations, I decided my next issue was going to be themed Deviations , as it was going to focus on optional rule...
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Another blog post about design decisions, and this one is about bosses. Boss fights have been one of the biggest hurdles for me both as a programmer and designe...
New Map design for upcoming big update...
A zombie apocalypse virus story. Fight your way through sewers and go deeper!
Continuing with Ina's boss fight, I've added 2 more attacks, one a variation of her Call of the Beyond (the tentacle portal) where she summons the tentacles aro...
Saninsakin! (This devlog contains spoilers for some events and scenes in S&M! ) This'll be quite a bit longer than our usual devlogs, but we wanted to be thorou...
Combat is not meant to be a fail state For today's Devlog I wanted to focus on my design philosophy that is a core part of SOAR, and how I've tried to make it c...
I'm back for another trip into the design thinking behind Daybreak 's playbooks! Today I'll be looking at the design for the Rising Star. Design Story : Working...
Hi everyone! I'd like to share a little update with you: I'm perfectly fine and full steam ahead with work on our game. Don't forget to follow my social network...
As I've said, War is coming is not over, not definitely, it's just been put aside, so here's what's new: Radical change to battles: Before this update, the defe...
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We've updated the "Noche en el Delirio" demo, It now includes chapter two beside chapter one and the tutorial. Let us know your thoughts! Hemos actualizado el d...
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Back in the day, Mousey got stuck in this room and eventually ended the playthrough of the game because she hates sliding puzzles. While that did get a chuckle...
Ok, today I'm gonna dig a little bit into the design of the Dissident playbook, the first of Daybreak 's playbooks that I concepted. Design Story : Like I menti...
A Quick Gameplay Video from the Full Game ( WIP )...
(En español a continuación) Dear backers, I am glad to announce the first creation jam for The Lantern. The idea is to get together and create new playable ch...
Doing the first design exercise of applying the mechanics of Wandering Blades to media that inspired elements of the game was so fun, I had to do it again! Comb...
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