Devlogs About Game Design From Those You Follow Page 14
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...
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...
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...
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...
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...
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...
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...
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...
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...
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...
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...
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...
Last week I fully converted the "Foster Relationship" Decision from hardcoded to scripted, while also revising its trigger conditions, and managed to improve th...
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...
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...
"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...
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...
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...
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...
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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...
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...
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...
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...
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...
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...
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...
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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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...
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...
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...
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...
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...
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...
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...
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...
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...
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...
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...
Blossom and Kaileen are characters that make an appearance in Invisible Seams as supporting characters after already being familiar from the story of Lovewood (...
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...
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...
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...
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...
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...
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...
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...
The drawings in the notebook turned into a battlefield! 2.5D tanks in the style of drawings in a notebook.
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...
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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