Devlogs About Game Design From Those You Follow Page 25
In recent years it really fells like documentaries suddenly became really mainstream. Once considered the domain of niche channels and gravely-voiced dads who s...
Might take a few days to maybe a week to get this exactly right. Right now it's in the planning stages, and I hope I can pull this idea off. So, the basic plan...
More work is being done on the next minigame. In this next one you get to sort all sorts of great fruit. I am so grateful for all the support I've been getting...
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Good Day, The Game of Fourtune has reached more than 100 downloads! It's been quite the journey and I feel extremely proud to hit this benchmark! I'd like to th...
So, I was up late last night and then woke up crazy early this morning, and while I was unable to sleep I worked on adding some new enemies, a few new maps (the...
When we first started to develop Rogue Summoner, we weren't sure about its story. We knew it would be mostly a rogue-like dungeon crawler, so the most obvious s...
I have a lot of incomplete projects. Like a lot A LOT. My hard drive is filled with game dev projects that I've spent anywhere between a day to six months on bu...
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(The following is a partial retrospective of our team's work on Somnipathy for LD50.) The week leading into Ludum Dare 50 was filled with anticipation for the g...
Intro Howdy. whiskeybadger here. I was on the art team for Tearcell’s Ludum 50 Submission, “Somnipathy”. I was brought on a few months ago on Cosmic Canid...
The old one looks like he is from some action RPG while the new one makes me worry about his waist...
UI Concept and UI Asset Development I am working on Currently for Ghost Knight...
Sketched New Expressions to Add in the Project! I was looking for references and was actually pretty surprised to discover that Yoshida-Sensei doesn't actually...
Figuring out the “best” way to handle arithmetic in a game is my least favorite part of playtesting. I obsess over it anyway because I want to save myself...
WHAT'S IMPORTANT IN A TWIN STICK SHOOTER? This is an important question and when you think of popular classic twinstick shooters (depending on your age) you mig...
I decided to add two healing spas in the game, they work kind of like the faerie ponds in the first Zelda game, where you're healed completely. Consider these m...
So the final devlog on interactivity, and it’s time to focus on the two that manage to single handedly break the project whenever I even look at the system, S...
- Online mode, playable via Port Forwarding/Hamachi - Singleplayer mode - Animations are now an hybrid of Boyfriend's code with the Opponent's, works pretty goo...
If you've been following along with this weekly series of blog posts, you've learned enough about Somnipathy to know our game has a lot of text. If you haven't...
25 mai : jour de la serviette ! En ce jour de la serviette , tou·tes les voyageurs galactiques célèbrent l’œuvre de Douglas Adams. Prenez cet outil indisp...
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This week, we are thinking about storytelling. No. Wait. We are ALWAYS thinking about storytelling... this week we are thinking about... CUTSCENES. As we close...
Do you know who I am? It seems like a million years ago now that the members of Tearcell Game Studio sat together in a Discord call and discussed moving forward...
One of the things I wanted to do with this game was go for an extreme minimalism, or as the director of Ico called it: game design by subtraction. There were s...
We were brainstorming new ideas for our next game project and we were actually thinking of a completely different type of a game, when we started talking about...
Core Mechanics The Weapon FX module can be plugged in into any d20 OSR game, but it also has a standalone component that I want to talk about. It is a mix of Po...
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Hey folks, The game is still pottering along here & there. Albeit with some slowdown due to the recent news (from which I hope you're all able to find a moment...
This first dev log will cover what’s happening, where I’m up to with the project and a few details surrounding it. Firstly, the setup. For this game I’ll...
Welcome to the seventeenth devlog! Last devlog, we finished level 1. I wrote that devlog a week ago, and this week … I realized I needed to create a different...
First I simply want to acknowledge how awesome the charity bundle is doing. From starting with a humble goal of $5,000 to fast approaching $420k, it’s been in...
Hello. so we decided to update to update our demo to make player experience even better. So this are the changes: -Dialogue with NPC no longer starts on touch...
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I was originally going to work on a few new maps today, as well as do art for some ruins and some of the other new areas/sections/biomes/what have you, but afte...
I'm working on having a slightly better ending than just ending abruptly is not yet implemented...
I got a few new controllers today to test some stuff out. I've already tested it out on a PS3 controller, and now I was able to check it out on a 8BitDo Genesis...
Welcome to the fifteenth devlog! Ever since I first had the idea for this project, I knew it was going to be a game for 1-4 players. I also knew that I wanted a...
Hello everyone, This week for devlog #2 we'll be talking about how Signals came to be, early ideas, prototypes, terrible sketch and other artifacts. In the begi...
Today's video is short, but shows the player defeating the Worm Boss. Some more testing is needed, but an update with will be out soon. New things in upcoming u...
Hey there everyone, It has been a busy month of January but I’m happy to show off some new things, so it seems like the right time for a new devlog. For mysel...
Most of the last few days were just making maps, laying down enemies and items, and not much else. I did a little bit of coding, mostly tweaking some of the con...
Something I noticed and learned while working on Emberglass... About halfway through development, I noticed that I was starting to approach maps and level build...
Hi Everyone Swirl W@tch is now feature complete and you can play a new demo build here on Steam, just in time for the October Steam Next Fest. If you want to su...
Hi, I've a little question: I'll make HitCircles with movements like this video: It works with an algorithm like this: HitObject hits at Millisecond: 1384 1 = d...
My first idea was more like a hover kind of thing, so that it would be easier to cross larger areas that you couldn't jump/make a platform/vine across. But, tha...
I somehow deleted it out in the edits, but I just added it back: the Background Generator Table. a screenshot of the Background generation table. It can be foun...
Progress is made, finally! Writing music is a long process. Especially when you do it on a side project, along another big project, and you're frequently interr...
Inspiration We're sure you can see how pivotal a role the 2D Pokemon games played in the making of Karisvale. In fact, the classic Lavender Town creepy pasta we...
Oh man, I was trying to make this game on Android feels like Nintendo Switch controller by making the vibration. I am too lazy, because this is Unity. why would...
Look at these 3 shapes of SHanpe! Circle. This one rolls. great for curvy platform, run along the curve! The quad circle represents OpenCX action button! Box. T...
Hey guys,Demo version 2 is here!!! I have updated the demo to version 2. Added a gameplay trailer Added a new skill - Lightning Step Added controller support in...
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An important part of building a game is the design of all its elements. That includes the history, the backgrounds, the attacks and of course its characters, am...
Hello everyone! We don't have a new version to give you guys yet but I didn't want to go for too long without giving an update on the Quest / Dialogue system pr...
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