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Devlogs About Game Design

Fixing Map Editor Bugs
5
Game Design
This weekend I mostly worked on fixing issues within and around the Map Editor. There were a bunch of issues that I introduced when working on drainage basins t...
Inspiration
2
Game Design
Hi there! In the previous article I talked superficially about my inspiration for this project, but I want to go deeper into this topic, let me tell you about F...
Video: Creating an FPS level from notebook scratch to prototype (Part 1)
6
Game Design
I worked on the mine caves level in the last few days. The story will be kinda, you will go dow to fix something, the whole place will be much better lightid at...
VERGER: ruminations on generation
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3
Game Design
When I started work on VERGER, the term "procgen" still mostly eluded me. I knew people made games like Dwarf Fortress and Caves of Qud (which I absolutely love...
It Will Find You: Pre-launch FAQ
Game Design
How many people worked on It Will Find You? The game has been a solely developed by myself as a passion project following from Captive Audience. Many voice acto...
Linear and Exploration Based Gameplay, Light Puzzles
1
Game Design
One of the things I just finalized is how I'm handling the mixture of a deep, involving linear plot, mixed with exploration and free roaming style game play. Af...
Writing narrative for Everhood
3
3
Game Design
Story making Making the story has let me grow so much on how to approach writing narrative games. When me and Jordi first set out to do the narrative experience...
Fog of War, Unit visions, Lights
1
Game Design
Why not, I thought. Get right into the thick of things. This is the first blog post by Craftsman Games, and I set myself no less than to document the developme...
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Small steps for a better game: How I'm trying to create good gunplay and AI?
8
Game Design
Actually I'm almost done with the first weapon in the NeonCode sequel. Now I'm making smaller steps as I done with the first episode. So, thats why I'm working...
VERGER: a tiny roguelike in four seasons - year one
2
9
Game Design
Hey hi! I'm bryan (or hexcavator, or bryin, depending on how we've met). VERGER is a small, colorful roguelike I've been building in my spare time. It started a...
VERGER: throwing shaders
2
Game Design
Now that I've introduced VERGER, my hope for this devlog is to do a series of semi-technical design and development posts. I am very much self-taught in this w...
Rolling the Dice, Now with more explanations!
3
Game Design
The next version of Lighthearted is just around the corner so I thought I'd share some of the changes you can expect. There will be expanded examples, better or...
Post War is one of the first of its kind
2
Game Design
Post War has a rare design, being created in pixel art sprites in a 3D environment. The difficult task was to make the sprites merge with the environment and cr...
It Will Find You - Devlog 10: How It Hunts
1
Game Design
Hey Folks, It’s been a busy few weeks! I’ve gotten some light testing done, development continues, and the first trailer for It Will Find You was released!...
A Broader Palette
1
Game Design
Well, I reckon this has been the longest break between devlog updates so far. I’ve had two contract jobs on, one of which turned into a bit of a never-ending...
Stage Discussion #3: "Chain Reaction"
Game Design
I've just now realized that Chain Reaction is actually the oldest stage to make it into the release build of Cataclysm. Before I had shock blocks, falling spike...
We Forest Three - ZINE EDITION!
Game Design
We Forest Three took a lot of work, and I playtested it quite a few times to make sure it ran as intended. Seeing other people play this game really helped me s...
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Con Games & Character Creation
1
Game Design
Welcome to the Devlogs As this is the first devlog, let’s set some goals. I want to have more visibility into my design process, playtest results, and progres...
Three Paths Diverge in the Woods
Game Design
T he second in my ongoing dev blog discussion of Nocked! (Orginally released on iOS in 2017, it’s gone through some changes). Still, the posts are still vali...
Cari Annur is the first of The Unbound Seven Towers, a former Governor's seat of power captured by the Warlock Lord Romakar.
Game Design
#PC/#Steam: https://tinyurl.com/y5azhy9t #NintendoSwitch: https://tinyurl.com/yywlj5oj...
Three Years Worth of Chopping Heads at Colossorama!
2
Game Design
Happy Anniversary Colossorama ! Three years ago, our original co-founding members joined up together to create a short game that would eventually set Whales An...
The magical hand behind the music ;)
Game Design
Check out Mimic Hunter on >>> #PC/#Steam: https://tinyurl.com/y5azhy9t #NintendoSwitch: https://tinyurl.com/yywlj5oj...
How we Mined Facebook and Google to Make our Games Relevant
3
Game Design
Headliner: NoviNews puts the player in the shoes of a national news editor, deciding which articles get published every day, and watching as the world around re...
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Blackout Devlog - Flashback Puzzles
1
Game Design
Hello! This week I've spent some time working on a crucial part of the game: Flashbacks! The flashbacks hold some very important story moments, and they have a...
150+ Downloads and Devlog 1
4
Game Design
First of all, Ascension got over 150 downloads in its first week of release! I am excited, because as an unknown dev I was not expecting much. I knew I had to m...
The magical hands behind the code
Game Design
Check out Mimic Hunter on >>> >#PC/#Steam: https://tinyurl.com/y5azhy9t >#NintendoSwitch: https://tinyurl.com/yywlj5oj...
Devlog #2: Over 50 downloads.
Game Design
Hello everyone! Ishii here, with another devlog post! It has been about 2 weeks since the release of the game's demo and after an embarrassing stream by the gre...
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Stage Discussion #2: "Axolotl"
1
Game Design
Considering I didn't have much in the way of an overall vision when I designed Axolotl, it's maybe a little surprising that it has stuck around. As one of the o...
You Ruined my Robin Hood
Game Design
I wrote more that my fair share of design dev blogs pre and pre-pre-launch that disappeared into the ether. So I’m reposting the pertinent ones here, for the...
Boss Deep Dive: Isolation
3
Game Design
Today Ian walks us through the high-level design of Isolation, the final boss in our free demo: https://www.kickstarter.com/projects/afterburnerstudios/dreamsca...
Branches of World Ash
1
Game Design
You might have noticed that the game comes in three flavors, selectable from your Steam client. Here is what they are all about: The default branch contains t...
Drawing of a background element
Game Design
Follow us on Twitter: http://twitter.com/AngryCatStudios...
Mimic Hunter Demo
Developing a Solo Indie Game: Project Feline Q&A
1
Game Design
Support on Patreon Subscribe on YouTube Join the community Discord Thank you all so much for helping my YouTube channel grow to over 20K subscribers! Join me...
Gauntlet Playtest 2: Open Table Stress Test
1
Game Design
After the first playtest in June, I immediately started another month-long series on the Gauntlet. My players this time were Tom , Scot , Patrick, Adam, Will...
Making of Falling day game #1
1
Game Design
Hello! We are WBB Studio. Today we want to share process of Falling day! We have the first design to show you. Here is an old design before our main character...
Coffee Talk Devlog #4: Brewing the Gameplay Mechanics and Latte Art Feature
9
Game Design
What makes Coffee Talk different from other visual novels out there? The immersive coffee-making experience, of course. In Coffee Talk, you will play the role o...
Stage Discussion #1: "Vanilla"
1
Game Design
I've been wanting to do this in some form for a while. Be warned; this "series" is an entirely self-indulgent deep-dive into the ideas that went into each stage...
DevLog #2 - Buildings & Citizens
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20
Game Design
Hey there! I'm getting a lot of questions if Arclands plays more like an RTS or SIM game – So now it's finally time to talk about how you're going to interfac...
Coffee Talk Devlog #3: Creating Space With Music
4
Game Design
When talking about a good cafe, I’m imagining a chill atmospheric place where I can comfortably sit while sipping my favorite warm drink. Is there anything mo...
Playtesting Jawbone on the Gauntlet
1
Game Design
By June, I had an actual complete draft of the module, and I decided to playtest it on the Gauntlet , a gaming community I've been playing with for a while. I w...
Back Then - Devblog #1 | Impact
Game Design
Hey everyone! Welcome to the first blog edition of 'Back Then', a game about a wheelchair-bound Alzheimer's victim, in this edition we'll be talking about what...
Why "Tea For God"?
13
2
Game Design
I've been playing around with a concept of impossible spaces since 1998. I was trying to create a rendering system based on scan lines. Mostly to solve the issu...
Devlog #44 - Soundtrack Development: Themes Pt. 1
5
Game Design
Hi! After the post about the functional planning of the music in //TODO: today two weeks ago, today's devlog will go into more detail on how all the tracks ar...
Pixel Magic + Influences For Theropods!
1
Game Design
Hey dino-pals! Over 500 backers! Thank you all so much for being so amazing! 70% funded! 9 days to go! Let's spread the dino word and get this dino-baby on the...
Dead Sector Devlog
2
Game Design
The main focus of the Health Bar is a immersive showcase of important information such as remaining life, energy, resources and equipment / weapon levels. In...
Work in progress - Still love to share!
Game Design
Warning | Not Well Tested | No Actual Gameplay Yet ! So, this being said, thanks if you take to the interest into trying and offering some feedback. Things w...
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Development Update
9
33
Game Design
I've been wanting to write an update on the game's progress once we're close to the release of full version. My team of editors and proof readers are working ha...
2 files
The bubbles!
2
3
Game Design
We're neck-deep in updating the chatting interface for the new We should talk , and we're really excited to share it with you! Check these smooth bubbles out: W...
Devlog #42 - Status Update & Music Planning
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3
Game Design
Hi there! After taking a break last week for the Defaction announcement, we're back with a regular devlog. But before we get to the "dev" part, there are a fe...
Writing dialogues for the Clean Spear tavern - Roadwarden Devlog
4
Game Design
The Clean Spear tavern is the first major settlement the can be visited in Roadwarden. “Can be”, but doesn’t “have to be”. While Spear is going to be...
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