Devlogs About Game Design From Those You Follow Page 21
Welcome to the twenty-eighth devlog! In the previous devlog, I explained that I was able to playtest the game (a lot) and gained valuable feedback from that. Th...
The team I worked with do not exist anymore. Therefore, I am going to continue making the game alone or with the people that would volunteer to help me. Current...
Good Day folks! Today is a special day as it's the day I've made The Game of Fourtune demo public! So now no one has to bother going through links or using a pa...
The idea for this project has come together from a variety of places. A love of early 1980’s synthpop and UK pop culture; Scooby Doo, Nancy Drew, Misty style...
Hey, Adam here from the Code & Key Escape Rooms. The Silver Spoon Caper (SSC) began life as a physical, large-scale puzzle game intended for 2 to 100 players sp...
I’ve been focusing a lot on this game project over the past few months. It’s morphed along the way – starting out as one thing and becoming something so m...
Azucena and I were very happy to make version 0.1 available. We realise that we still have a lot of work to do in order to create the final version! Since we ar...
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Yes, this is a house, though not a very cozy one. Currently I am working on a new area for the game. I have most of it planned out and I'm starting painting som...
Welcome to the twenty-fourth devlog! Last devlog marked the release of v0.2 of the game, with MANY changes to the gameplay. In this devlog I want to explain wha...
Between the adventure segments you spend your time driving from location to location. So far I have the road curving back and forth with road side objects scrol...
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Hello everybody, and welcome to the official launch of the Twine public demo for Shepherds of Haven ! I'll be using this space to take note of the more technica...
Why deck building? As with all card games, a proportion of the game can feel based on luck - as your drawing a selection of cards from a deck of shuffled cards...
Hi Folks, So patch 0.1.2 is here, and with it a slew of fixes and upgrades to the game as it stands. I'm just going to dive right in with a list: Fixed the Safe...
This devlog was originally posted on my website: https://elocnat.com/blogs/untitleddrivinggame-devlog-2.html 🔳 What's Happening? - The Good Stuff Let’s tal...
G'day folks! The next update to The Game of Fourtune is on it's way, I'm just waiting for a few particular assets and it'll mark the completion of the demo in f...
#UntitledDrivingGame Devlog #1 - A month into my stylized combo based multiplayer driving indiegame!
This devlog was originally posted on my website: https://elocnat.com/blogs/untitleddrivinggame-devlog-1.html 🔳 Why #UntitledDrivingGame? Let’s back up for...
Old demo was removed, game is being (re)worked on anew from zero...
If you want to hear us talk through the various game design aspects of Cry, check us out over here! http://slangdesign.com/rppr/2020/04/game-designer-workshop/g...
An average play-through of WASTE EATER is about 950 words long. For a narrative-focused game, that’s basically nothing. I knew going in that while writing wou...
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...
After some consideration through what the next update should contain, a central focus has been selected for this update... "No more new levels for now. Focus on...
I open and tour a new birthday present. A new sci-fi environment asset! You can get this environment too for your Unity projects! Here: https://assetstore.unity...
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Embrace your legacy. Fulfill your destiny. En garde!
This continues my reposting of the dev diaries of Nocked! True Tales of Robin Hood - where I talk about all things related to my work on the game. Also, there a...
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Hello everyone! We recently released version 9 and Rodent Warriors keeps getting better and better. After working a bit on the new Dialogues as we mentioned in...
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UpdateV.1.1 -Light switch bug fixed. Key glitch fixed. Quality option added to the game Invert mouse X and Y possible to make enable now. Final scene changed wi...
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This week I've been working on some interface design changes. Trying to make it clean, nice and functional. As an examle screnshots of coffeemachines tables pro...
This devlog was originally posted on my website: https://elocnat.com/blogs/untitleddrivinggame-devlog-3.html 🔳 Gameplay Mechanics There’s a lot of games I...
I’m currently working on a feature I’ve been planning to implement since the start of development, initially just because I thought it would be funny: Sad S...
Hi everyone, Recently, we've released a new game demo, "Lost", a 2.5D puzzle-platformer adventure, adapted from the comic book titled with the same name. It wil...
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The intended experience of this game is for players to feel like giant disgusting trolls reveling in their horrific cuisine, like the trolls in “The Hobbit...
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Hey Kids! I'm new to this devlog stuff, but I wanted to share a couple bits about the state of Mall Kids with you all. First, we have a Mall Kids Discord ! If y...
In April of 2021, while in the midst of a protracted YouTube binge, I stumbled upon a video about some IDE that allowed you to create and export GB and GBC ROMs...
Team Mode: When you play Motor Strike Racing Rampage you can choose to play in the team mode or in the solo mode. The team mode will split the drivers in two t...
Last time I mentioned that I was doing levels for Go! Go! PogoGirl and that I changed my Tiled setup to make the process easier. Well, I'm happy to say that I'v...
Event system I'd like to take some time this month to talk about how we're handling the extreme levels of actions / reactions / counter-reactions in the Lancer...
Please note, earlier devlogs are availabe on our Patreon (no Paywall) Here Wishlist bump We got a nice wishlist bump due to a game festival on Steam: As a resul...
It feels as though we've really got a lot of momentum going at the moment with our developement of Regency Solitaire II. We are at that satisfying stage where o...
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...
A key feature of The Salt Keep that allows players to continue their saved games even after switching platforms (from the demo to the full version, most likely)...
This is what I learnt while developing Rogue Star Rescue, a 2D rogue-lite sci-fi shooter with defense elements. For many roguelike (or rogue-lite) games, devel...
This devlog was originally posted on my website: https://elocnat.com/blogs/untitleddrivinggame-devlog-4.html 🔳 Chasing a Direction Since the beginning of #Un...
Hi Everyone! Week 4 is now done with, and we're almost at the end of the first month of the Jam! I'm surprised at how enthusiastic I am, if I'm honest. I was pl...
From the earliest design-stages on, Coria was always going to wield various weapons. The first one we implemented was her trusty rapier - due to her upbringen a...
I've been developing Project Cybertronic for almost 6 years now and it's not an easy project. First there was the prototype 1 in a closed level, then the protot...
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I started creating a new boss for the Cliff. I'll be showing footage of the enemy mechanics in tomorrow's video, but for today we all get to see the process of...
This devlog was originally posted on my website: https://elocnat.com/blogs/tcpd-devlog-7.html 🔳 Carving the City - Iterating on LATC Level design is somethin...
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Hello fellow gamers! EVERY DEVLOG AFTER THIS HAS VIDEOS OF THE MAKING OF BIG FISH I wanted to announce the plans for Big Fish and Annulus, since I'm sure some o...
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