Devlogs About Game Design From Those You Follow Page 18
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...
#devlog I'm currently rewriting the code to manage the in-game options, I'm also redesigning the menu, this time using some elements already included in the gam...
Welcome to the first LOTLW development blog entry! Light of the Locked World is what happens when old school MMORPG is turned into small, but dense RPG with loc...
For a note on the future of this game please see here . A good starting point to talk about the game's systems would be the Heroes you play as. In that case, th...
How do you do, everyone? Mangoku418 here! It's that time of the month again, so here's my second devlog! This past month has been more on the programming side t...
Hello, CJ here! I'm the producer and lead writer for Terranova. Tonight, I'd like to talk a little bit about how I write. I was inspired to do this by a friend...
I'm Rhea Manuel, a web developer-in-training. I love nerding out over technology, so you can imagine when I heard about the Web Monetization Challenge , I was i...
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...
Follow us on Twitter: http://twitter.com/AngryCatStudios...
Embrace your legacy. Fulfill your destiny. En garde!
A quick preview of our Big Guy. For those who wanna join us on Discord: http:// discord.gg/uSTkerV...
Hey all, welcome back to another development update for Hero Soul. It's been a week since I got back from travelling and I've had the pleasant experience of bei...
I’ve been hard at work making more (unusual) weapons! Some weapons are familiar projectile types with a twist whereas others are more…interesting. Hopefully...
Hey! So, it's been a while since this blog has had an update... We've been quietly been working away in the background for much of the last 12 months but before...
So here's a good example on the way I'm building this game, and why approaching the design in an incremental fashion is both agile and flexible and really works...
Designing for player use: One of the main things that has really been center of my focus while writing ahs been how people would interact with the actual text...
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Forward: Escape the Fold is wishlistable now on Steam ! With this new post, I hope to bring some kind of an answer to the question: What is the balancing point...
The following is a brief summary of the short video above, with a few additional thoughts. I see small indie game development as an opportunity to try out risky...
Sorry this devlog is a bit late. The past few weeks have been very busy for me. I'm actually writing this from the hospital right now. Don't worry, it's nothing...
Hello everyone and welcome to another development update! So this week I want to talk about a few things. Obviously I want to touch on the demo and what to expe...
This week I finally fixed area loading and now I'm building the first area - Moonrise Desert. Here are a few screenshots: About Moonrise Desert: It's an arid la...
I've changed the name of the game! It's not because of any pressure from corporate influences or any weird legal reasons, but rather I want to make sure I'm pro...
I have stepped away from the project for sometime now. ~3 weeks What was I doing? The usual family stuff. Ya know, earning money to pay bills and spending time...
Hello, and welcome to the August 2022 Progress Report! This month we focused on one major aspect in particular, so let's go over it! In addition to finishing up...
Put your sensible shoes on, as we continue our tour of the art of WINTERSANDS! Today, we will visit wonderful interiors and even take a hike in the greater outd...
Some more fun with incremental design! So, one thing I've been wanting to do was create these enemies I called living shadows. The original plan is for them to...
Unexpected update! Hello everybody! Thanks so much for your EXTREME patience. The hiatus that this game took was insane. After a crazy 2020 I moved to another c...
Heya everyone, Second developer diary is out! Another 40ish hours put into this but real happy with this one even though I end up getting side-tracked as always...
Welcome, dear readers, to another bimonthly dev log! Before we get into that, I’d like to let you know that we currently have ~a call for beta readers here. ~...
It's been two weeks since the last entry. The first week I've been making shadows, the second - finished shadows and started making new UI. I decided to work on...
We recently wrote up a great and art filled article about our design and redesign of the ship you play as in The Away Team, called Argo. You can see the fully p...
The creation of a level in videogames can be one of the most tedious and cumbersome tasks, but we believe that following a series of steps you can lessen the di...
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...
(Posted originally on our blog ) Hi guys! Last week was a big one, we finally ended a bunch of major components of the game that we've been working for weeks n...
what do you guys think about the new tree design?...
10/04/2020 Nature update (Part 1/2)
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...
Hi Everyone! Week 2's just about finished, and so it's time for another Devlog! This week's been a little more focused with the art, which I'm excited to show y...
Hi! My name is Lilly Joyce! I’m a current Game Design Intern working at DVNC Tech . It’s been an awesome experience so far, and I’ve been lucky enough to...
Below we briefly touch on some of our thought processes regarding the various elements of the game. Let us know if you’d like us to cover any of these in more...
( This devlog is cross-posted to my gaming blog at tabletop.willphillips.org. ) I’ve introduced a new set of attributes for player characters called “Perils...
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During this long time of updates, I finally managed to bring you the most complete experience possible, you can play the entire world 1, with all bugs fixed, hi...
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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!...
How do you do, everyone? Mangoku418 here! And welcome back to an all-new devlog for May 2021! While going through my list, I was shocked to see how much was don...
This post is about game design and contains practical hints and ideas for you as a developer how to design game mechanics and how to balance your game . I exp...
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Happy February! Gonna summarize the past month and then show off some spells! Feel free to skip down if you only care about the cool spells. My January was sort...
This week I've been working on UI. I've done two things: 1) Finished the first version of Items page. Items page is inventory + equipment + stats. 2) Changed th...
Welcome again! We hope you’re all doing well, today we’ll talk about our experience wanting to enter the PlayStation Talents Initiative and how it turned ou...
We, like pretty much every other puzzle dev team were inspired in no small part by the 2007 hit, Portal. The one issue with that being… Portal came out in...
Hi Everyone! Week 6 is now done, we're heading towards the 3/4 mark of the Jam FAST! This week was amazing! I'm so happy with the progress made. - Nala can emot...
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