Devlogs About Game Design From Those You Follow Page 28
LET'S GOOO Thanks for taking the time to check out this HIGHLY requested devlog for my dark fantasy and horror visual novel Catalyst: Blind Faith. Over the last...
The latest release (1.3.0) of SnakeLike includes automatic highlights/shadows for the on-screen blocks. Technical details: My initial idea was to paint variatio...
6 files — 1.3.0
Worked some more on the light shafts coming in from underground- I made it so there are two layers of them now, each running at a slightly different speed (but...
Welcome to the eleventh devlog! One of the major components I still had to create for level 1, was the level environment. Until now, the level was just “float...
Just a picture of how you could use some tiles to build a city...
IT'S JAM TIME! After a hot day discussing our new theme " DISSATISFACTION ", as well as joining WeeklyGameJam theme, " Café ", we came up with a tasty concept...
Welcome to the sixteenth devlog! The title of this devlog says it all, so let’s just get started without any introduction. The campaign Over these previous...
Showing a example of how you could build a training camp...
Huge pixelart fantasy tileset
Hello, Lead FX artists here! In this devlog we will be focusing on the visual side of the magic system. In Sigil we utilised both the Niagra FX system as well a...
Welcome to the fifth devlog of “Package Party”! What do we have so far? A very simple terrain to walk on, a player that can pick up and drop packages, and r...
I’ve added new pages to the rules about dying (which i think really flesh out the world and loop), and also a page about alt game modes. I think it’s a good...
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Welcome to the twelfth devlog! The main attraction of level 1 is a huge crane, holding a platform hanging from a rope/chain. You can jump into the platform to m...
One of the core mechanics of Anxiety of Alina - besides swinging your flashlight like a saber :D - is her surely depleting Courage. It's basically her Health Ba...
Henlo! thats a long time I didn’t revisit this asset pack, I was wondering if can be cool making it 16px tiles update, and also a totally new fresh gamemaker...
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Welcome to the fifth weekly devlog update of Mythforge Stuff I've worked on in the past week: Changed the lighting setup of Lordenfel Worked on interactable fol...
It always seems inevitable that every game, project, or task has 'crunch' time. Many people always talk about estimate a project lengths and then adding 50% int...
I think it’s safe to say that things have been slightly quiet in terms of updates. I’ve been working on rewriting First Year and planning Second Year. I thi...
Recently, I've received a whole lot of great feedback regarding what we've done wrong about our game. There is so much that we did not realize until someone poi...
Welcome to the eighth devlog! This time, I want to explain a certain workflow I’ve adopted that greatly improves in-game performance AND my work speed/efficie...
The first prototype is ready. I've got the problems generator and the core gameplay. It's official, you can solve the puzzle and get a pretty message in the con...
Truth be told, I had no idea what kind of a soundscape we should have for the game when we first started drafting a design. In the back of my head, I was thinki...
Fun fact: I had made some different sprites for the game, before remaking them into the ones we now know and love today... Here are a few examples: (left is bef...
Since the start of Chaotic Era , we’ve always had a distinct vision for the project: We wanted to make a game that felt like you were legitimately using a com...
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This development log will address what was my intention at the beginning of the Lineon project, how I approached this intent and where is Lineon currently at. I...
(An excerpt from the game's artist Theresa Kao) BRAINSTORM Since Max (the game engineer) already had the outline of the game completed when he approached me, I...
Hullo, I usually write these on Sundays, but the past week has been REAL productive and busy on a number of fronts. I'll def try to keep folks updated every cou...
Often times in game design, you miss the small things like 'how high does the player jump' and designing the tutorial of the game Each face 10x10 - Keep in min...
Wow, time really does fly! I hope fans of Nim are not feeling left out while Wonderland Nights has gotten all the love with the Chinese release last month. But...
Welcome to the tenth devlog! As I am playing and testing the game even more, I keep finding small ways to make the delivery system more fun to use. Delivery P...
Support Cards are the game's way of allowing the players to transform the state of the board. There is always going to be an element of RNG when drawing cards i...
Hey guys, We recently invited Kirill (or Xmenekai) to join Team Comet as our level & cutscene artist, but he’s honestly been a bit of an unofficial team membe...
I finally completed the migration of all the old discovery script files to the new mod system. For this I had to add support for a bunch of new expression types...
Hello! I'm the creator of War of Existence, for those passing by, I wanted to let you know that I am still very active in the development of this game, it's bee...
I've never dev blogged any of my games or jams in progress. I've been nervous about doing that for various reasons, but I'll give it a go with this project. Thi...
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You reach out - I deliver! A commenter asked for a zip file with all the bookmarks combined - and reading the request I thought to myself: why haven't I thought...
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Welcome to the first weekly devlog update of Mythforge Stuff I've worked on the past week: Adding the Twinsword weapon type with the animations Figuring out how...
Imagine a world in which King Arthur, Fionn Mac Cumhaill, Vainamoinen, the Golem under the Old New Synagogue, and anyone else who got hit with the Jesus Imagery...
Now we had been talked about first 3 shape this SHanpe has. today we have new special, meta shape, only accessible by special event. introducing... EEK SERKAT!...
The camera is one of the most important aspects of any videogame, since is the first feedback the player receives from his inputs, through the keyboard or a gam...
Last post, our programmer César share with us all his experience about building a videogame, now we are glad to show you all his work and advances in the level...
Consider the following scenario: You’ve exited your kitchen into the western end of the long hallway that connects the various rooms of your apartment. A mug...
Hello! This devlog is going to be talking about the design process of our ranged coconut enemy, Jeremi. Jeremi went through many design changes during the conce...
Yes it’s another pun. But we think we’ve scored a real good one here. Okay, okay we’ll hold off on any more puns for the rest of this update. There’s no...
Hi there! I’m going to highlight something that I think turned out pretty well with BURNOUT: the Fade check mechanic, which is the “primary” mechanical sy...
I've finally made this page! I think it should've been done a long time ago, but I just got privy to how nice itch.io is with this stuff. I am not too good at r...
During the creation of Hive Quest I have had to create basic RTS mechanics that will promote sustained player enthusiasm and provide tension during the game pla...
Weapons So, it was time to make a comprehensive weapons system. Up until a few months ago, the player and enemies are just carrying around a pistol that shoots...
I set out to make this game "on my own" but that doesn't mean I did everything myself. I hope you will enjoy the credits in the game, but I also wanted to post...
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