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Devlogs About Game Design From Those You Follow Page 14

Resolving Decisions
9
Game Design
The integration process is more than halfway done, with most of the biggest hurdles already being taken care off. This weekend I worked on the code that allows...
Yokkaido Dev Log #1
1
Game Design
It's been a while! But we haven't stopped working! CODE Bunny is still full steam ahead! (even though we still don't have the Steam page) We made tons of update...
Entity ID Revamp
3
9
Game Design
The task of fully revamping the entity ID system has been completed after several hours of going through possibly more than 50 source files and handling many un...
Context Properties
8
Game Design
The work on decision mod parsing has started. I had to do a few redesigns to my original test mod on account of some of the constraints I found while working on...
Successful Runs, Redesigns and Sailing
2
Game Design
Discovery modding is progressing with just a few hiccups here and there. This week I managed to make the first crash-free simulation run using a modded discover...
Huge Devlog - thoughts, plans and features.
6
30
Game Design
I'm working hard on this game right now and it makes me happy! Writing everything in my notebook even if I'm outside and a random idea appears in my mind, fixin...
ATOP Devlog 4 - First Public Release
6
Game Design
Welcome back! First of all, the OpenHouseGames Team wishes that all of you are doing well through these tough times we’re currently living. We must stay stron...
Successful Tests
1
8
Game Design
Testing of the decision mod feature continued this week and things are looking good so far. I managed to fix a bunch of issues and stabilize the the simulation...
Marco + Lisia Routes Nearing Alpha
4
3
Game Design
Hi guys! I realized that we should start to post more devlogs here, so that's exactly what I'm doing. Marco and Lisia's routes have been fully written for a cou...
Veronikka's To-Do { Progress announcements }
1
3
Game Design
Hi there! This is an announcement about the progress of Veronika's To-Do! I have added a few new mechanic to the game! -Fixed a big problem with the dialogue, n...
Progress Chart — or How I Learned To Stop Worrying About Bad Code And Just Do It (Part 1)
2
2
Game Design
Hey there, it's been a while. Guess when I was supposed to write this? Well, huh, would you look at that I'm not very good at communicating and working at once...
Designing Lucie
27
Game Design
The final character to look at in this series for Crimson Waves on the Emerald Sea' s character concepts is Lucie! She’s the only girl in the main 4 but she m...
Continuing with Performance Improvements
4
6
Game Design
Last week I fully converted the "Foster Relationship" Decision from hardcoded to scripted, while also revising its trigger conditions, and managed to improve th...
A soft darkness ▪ romance in Sigh of the Abyss
3
Game Design
Bloated bodies are fished from the river of Carolise after every thunderstorm; the passersby watch as the city guards pile corpses on wagons headed for the near...
Messing up Discoveries
2
Game Design
This progress update is going to be a little bit rushed since I have to deal with many real-life issues this week. So sorry in advance for the lack of details...
A Small History of Captain Smol that is Absolutely Not Made-Up
4
Game Design
"SPACE...the place where our ship goes..." With those immortal words the USS Bitsington burst onto our TV screens at "warp quickness 5", which is a phrase that...
Shadows of Doubt DevBlog #23: Generating Citizens Part 1
1
Game Design
Hi everybody, there’s a fresh video update for you today! This is part one of two, and it’s about how I’m going about creating the simulated citizens in S...
Dealing with Descriptions
7
Game Design
The work on Context Properties is more or less done. I ended up adding one extra type of property which is just a value property. These properties are designed...
Splitting Populations
9
Game Design
This weekend I finished the work on the unorganized bands migration event and made sure it worked correctly. From there, I started working on what would have be...
June 2021 Roadmap - The final push towards release
4
Game Design
Nov 2019 Dec 2019 Jan 2020 Feb 2020 Mar 2020 Apr 2020 May 2020 June 2020 July 2020 Aug 2020 Sep 2020 Oct 2020 Nov 2020 Dec 2020 Jan 2021 Feb 2021 Mar 2021 Apr...
Fixing Migration Issues
5
8
Game Design
This was a very slow weekend unfortunately. Many real life events (some good, some bad) combined together to rob me off most of my weekend. The bad news is tha...
Shadows of Doubt DevBlog #24: Roadmap 2021
1
2
Game Design
2021 is here! It's that time where I look back on the previous year to see how badly I missed my targets! I'm going to avoid being too harsh though, the game is...
Reworking Territories
1
9
Game Design
This past weekend I worked on territory formation changes. The intention is for territories to cover not just the cells occupied by tribal populations, but also...
2022, Here we come~
11
Game Design
Hello again, dear readers, and happy New Years' Eve to those of us living any part of our lives by the ubiquitous Gregorian Calendar! This is a time of year whe...
Finishing up Decision Mods (for now)
2
5
Game Design
Almost done with the clan demands influence decision set. I completed the response decision and fixed a bunch of bugs along the way. Though there's still a pesk...
Decision Mods Integration
10
Game Design
The decision mod loader is almost done. The last two missing parts, descriptions and options , are finished, and I started running a load test for the split cl...
Plant Cultivation and Tribalism
2
Game Design
This weekend I finished the base mod implementation of sailing and also added the mod implementation of plant cultivation . I'm halfway through the implementat...
Dev Diary #9 - 'Art'chitecture
2
6
Game Design
Hola Art lovers & adventurers, This week we share another art process and the thoughts process that goes behind designing a scene in SAMUDRA. The process of c...
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Migrating Unorganized Bands
8
Game Design
This weekend I continued working on tribal migrations. Though first I had to deal with tons of issues that I introduced last week with the polity prominence rew...
Shadows of Doubt DevBlog #18: Scripted Missions in a Procedural World
3
Game Design
Hi all, it's been another while since the last update. The game's at a good point now where it makes more sense to show you cool stuff rather than simply write...
The Asset Store Failed Me So I Made My Own Models: Project Feline Indie Game Devlog
2
Game Design
In this devlog episode, we'll be exploring the development process behind creation of my own custom 3-d environment models for my upcoming indie game—Project...
Not so Successful Tests
6
Game Design
The plan this weekend was just to do some tweaking on the clan split decision mod and then start working on the rest of the decisions. But right away some big...
Aggression and Performance Issues
9
Game Design
This weekend, I implemented an algorithm to incentivize tribal and unorganized band migration due to aggression, so that more aggressive tribes/bands feel a hig...
Polity Prominence Changes
8
Game Design
To start work on the new tribal migration mechanics, I decided to revisit one of the integral parts of the group migration, which is polity prominence transfer...
Elengrad - Dialogue System +
1
Game Design
This few days were very challenging for me. First time for a while I felt completely stuck ! To the extend that I was thinking about changing the software I use...
Designing Nemo
24
Game Design
Today I'd like to take a look at the design process for the second main character of Crimson Waves on the Emerald Sea , Nemo! Nemo is a man always on the road...
Fixing and Improving Mods
2
4
Game Design
This weekend I mostly worked on fixing and revising all current mods to prepare for alpha testing (I don't want testers and modders to spend time reporting bugs...
Input Request Functions
3
8
Game Design
The work on action scripts continues. This weekend I expanded the modding framework to accommodate a special type of functions that request user input. These fu...
Action Category Mod Scripts
1
5
Game Design
This past weekend I continued work on the implementation of the action toolbar and scripts. One thing that I decided to change from last week was the implementa...
The Design of Blossom and Kaileen
1
15
Game Design
Blossom and Kaileen are characters that make an appearance in Invisible Seams as supporting characters after already being familiar from the story of Lovewood (...
Action Mod Scripts
3
8
Game Design
The work on the action toolbar continues. This weekend in got the toolbar to load correctly within the simulation when a player picks faction to 'guide' it. Cl...
Thoughts on Future Merchant
2
Game Design
So I've been thinking about overhauling the merchant system. Right now it work like this: merchants come in during the day and set up a booth. You can sell or b...
Migratory Mishaps
2
7
Game Design
This weekend I mostly struggled trying to fix the current problems with migrating tribal migrations. The new algorithm that I used to speed up unorganized band...
New Character: Jack
2
Game Design
JACK Jack is just so good at reading your emotions and he's willing to use it to manipulate you or to make fun of you. Jack doesn't see things black and white...
2 Years Of DELTATRAVELER!!!
2
17
Game Design
Hahaha.... guess who doesn't write the devlogs on itch.io... So no one that only uses itch.io knows about the multiple months of devlogs that exist on the Game...
Devblog #10. Graveyard
Game Design
In this devblog we would like to talk about some new features that we decided to add during the alpha test. In order to expand the strategic layer of the game w...
New Controller Schema
3
Game Design
This will be the default configuration for the game. Most of the actions have not been moved, the new buttons were assigned taking into account the ergonomics o...
There will be 4 types of tanks in the game.
2
Game Design
The drawings in the notebook turned into a battlefield! 2.5D tanks in the style of drawings in a notebook.
Covering Holes
8
Game Design
This weekend I worked on the new region generation algorithm. I started by cleaning up the old algorithm and disabling most of the code I rushed in during the l...
Launch version feedback and plans
5
2
Game Design
Wow! I've received feedback and comments from lots of people who played and I'm super grateful! I hope to use all of this to make the game better. Thank you all...
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