Devlogs About Game Design Page 15
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...
We are deep in the trenches of level selection / editing for Regency Solitaire II (please wishlist if you haven't already done so!) It's time to share a quick u...
A member of the Asians Represent Podcast Discord community (thanks, Izen) suggested that I produce an episode breaking down cinematic action scenes as if played...
Stay tuned for the full release of " BOKKIE " a Mix of Pyschological Horror and Mascot Horror with Puzzles and objectives !...
It's been a while since our last dev diary and we have certainly been busy! Apart from the level end screen and goals dialog most of the work this time was behi...
The submission date for GB Compo 21 was fast approaching. Initially, I thought we would be able to get four world's completed before the end but that was always...
Hi all! Just to say, AfterGlow has received a rules clarification update based on some feedback - the digital files have been updated accordingly! Thanks to Ale...
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Just a quick short thing to share some monster designs I've been playing around with. I'm still thinking if I want to make an addition to this game that heavily...
[FR] Hello à toutes et à tous ! (english bellow) Quelques mois et beaucoup d'experimentation plus tard : re ! Dans ce nouveau devlog, on vas discuter plus en...
We never linked back to this fabulous post-mortem interview with GameDeveloper.com You can find that here!...
Having started a little design blogging about the classes for NEW BLOOD, I thought it would be fun to talk through my design thinking over here! Plus I actually...
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With the major overhaul that Ephemerium: Unreality is having, it also made sense that I try to remake/update previous areas. In this log I'd like to show you th...
Hey friends, I can’t tell you how nice it is to be working on Chapter 2 in earnest. Comet started as a small project when Pulp was released in Feb 2022. It wa...
Hello! Just a quick couple of notes about the considerable changes to the game. The main focus for the development of the new version of the game was two-fold...
Another weekly update! PROGRESS I’ve been working away again on content, which for all the time it takes for me to work on it, it gives me very little to shar...
Hello Gowl is here These are the interior that are coming for the new pack different coloring not included maybe i will add more stuff but what do u think about...
Cutting it close with a late devlog! I will keep it short and sweet this month. Most of February was spent doing bug fixes, game directing, and general backend...
"Am Madness" is a narrative/PC game that delves into the realm of mental health. Its “Normal” and “Easy” endings leave players with the unsettling reali...
Today I'll be tackling the design of all four callings all at once! Mechanically, there's not as much going on with them, but I think Callings are a really inte...
Hello! Thank you to all the folks who have played Serenity at Dusk!! After (soon to be) 3 years, I though I’d revisit the development and actually explore wha...
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