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Devlogs About Game Design From Those You Follow Page 29

Brief talk about how I'm using TileD
Game Design
One of the nice thing about TileD is it's versatility through simplicity. It doesn't try and tell you how to build your levels or designs, it doesn't give you a...
Progress on game systems
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9
Game Design
It's been a while but we have made some good progress on things behind the scenes. The game now supports: Health system Stamina system Hud log Compass Interacti...
From shmup to slash | How its going!
Game Design
So I have to move the project from the "shmup" origins it currently Is to something much more near and dear to my heart: Hack and slash, puzzle, RPG. I will sti...
Exploring UI in Seed of Life
Game Design
This is a build that showcases the unique UI solution I was exploring when I was experimenting with this game concept back in 2016...
1 file
Different modes and level improvements
Game Design
Hi, I added several game modes to the game. Normal mode is the standard game mode as it is already in the game, no life limit and normal speed. Hard mode me...
Enemies, enemies, enemies
Game Design
Each new area of the game I try and do at least two to three new enemies that are completely unique to that area. I try and give them unique strategies, somethi...
Show moves
Game Design
Now the game shows how many moves you've made versus how many moves you can complete the level. Helping the player to visualize if their solution is the best on...
1 file
Devlog 2: Research & Prep
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Game Design
The jam hadn't quite started yet, we still had about a week before the clock started ticking. But of course, our minds were buzzing with ideas and excitement. T...
Devlog 3: Planning Unearthed
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Game Design
GB Compo 21 had started, and we were ready to spend the next three months feverishly scrambling to plan out and manifest what we thought would be achievable in...
Progress on new Horror Project!
Game Design
Progress on my new Indie Horror project, a Stranger Things themed game inspired my Amnesia: Rebirth and SOMA. I started on this back in September, a playable de...
Designing EverCrawl : The Concept
2
Game Design
Some Background For the longest time I have been working on another game called The Wishgranter. It's a pixelart top-down action roguelike focusing on deep sati...
Whispering Tracks Devlog #2 - Of sailors and fairies
Game Design
So, the music for the second area is done! Took quite a while, I had a busy month. And it's also one of the parts that I was the most excited about, so I didn't...
Путевая идеология
2
Game Design
Не секрет, что описанные в НРИ игровые процессы разными людьми воспринимаются по-разно...
Video devlog 3/6: small carnivores can now eat the eggs of giant herbivores
1
Game Design
In this third devlog a lot of related new features are introduced, allowing for a lot more niches and richer ecosystems:...
KILLSPIRACY TV - Rat in a maze editor DevLog.
1
Game Design
Howdy brave KILLSPIRACY theorist I wanted to share the progress being made on the next update and some design decisions due to that. First up is the fact that t...
Soldat Movement
Game Design
The Soldat 1 movement inspired many games including N and was analyzed in the book "Game Feel" by Steve Swink. I'm happy to have recreated it in Soldat 2 and ex...
Hedgehogging Our Bets
Game Design
It was sitting right there. We had to take it. How could we not? It was just so cute. Also, we made a pun. So we’ve got a new character to show you. And it’...
Rambling - The HorrorVale Journey
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9
Game Design
With HorrorVale releasing in only a little over a day now, I can't help but think about the long journey that led up to this point, and I felt the need to talk...
Why I Prefer Fixed Characters: Fallout & Cyberpunk 2077 vs. Geralt of Rivia
1
Game Design
This post was originally published for free on my Patreon. Please consider subscribing if you enjoy it! Also, heads up if you’re worried about spoilers for Fa...
Puzzling Puzzle Mechanics
Game Design
I will do my best to explain my journey in making the puzzle mechanics for Crystalline Fission, but it certainly helps if you've tried the game demo out for you...
Survey
Game Design
Hey folks! If you've played the Losing Charge Prototype we'd really appreciate if you'd fill out this survey: https://forms.gle/y1xAbnGWcuLzNuA8A If you haven't...
1 file
Athena A.I. system origins
Game Design
The inspiration of the A.I. system for CodeX Athena actually came from Capcom’s classic side-scroller Magic Sword. This game would’ve been just a normal hac...
A second day of tweaking...
Game Design
That's right, another day of tweaks. Most fixing small bugs I'd known about, had a plan to fix, and so I could just type it in, test it and go. The fixes worked...
How to build 3
4
Game Design
2 files
Huge pixelart fantasy tileset
First level gameplay
Game Design
Do you remember Kisin gameplay? If not, we remember you that the core gameplay of Kisin is the Color Scheme, in which you have to hit the enemies with the same...
Designing Characters With Soul | Project Feline Devlog
3
Game Design
Hello, Raymond here. For the last little while, I've had my hands full with polishing Gabi's movement, revamping the combat, improving the art direction and eng...
Designing EverCrawl : Enemies
1
Game Design
With EverCrawl I wanted to keep everything simple and that included the enemies. I wanted it to be relatively easy for me to add new enemies without having to s...
Button Up And Strap In
Game Design
We’re talking a hot button issue within VR development this week - user interfaces. Do you need one? If so what's in it, how's it look, how physical are the i...
What's next? - Prototypes and cross-platform game engine
1
Game Design
Hi all, how's it going? Lately I've been gardening and learning about Missouri native plants, as well as bird, squirrel, and chipmunk watching in my yard, so I...
DEB:AUC - Development of Second Year
Game Design
Hello, everyone! Writing and development of Second Year are now underway, and I thought I would share a few sneak-peeks into what’s going on. These stories us...
Why I'm using 2.5d Graphics
1
Game Design
STU, the first AI was always planned to take place inside the digital world. Similar to the Grid in Tron, STU and Bit exist in a world called the Stack. The Sta...
DevLog 1! 1 day to demo release
Game Design
Caz here! Posting the first devlog for this game... but well, nobody's gonna see this because our page is still on admins only LOL One day to prototype release!...
Taidon v0. 8.5
Game Design
El juego ya cuenta con una fusión de cambio de idioma ya está disponible la opción de cambiar entre Inglés y Español...
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New Report Button
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2
Game Design
To deal with people making inappropriate edits to other people's work we've added a "report" button to the rating UI for finished paintings. If a finished paint...
3 files
Design Diary for 18XX Dreams
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Game Design
18XX Dreams is about dreamers pursuing in the Dreams what is unreachable in the Awaken In here I've disclaimed my current game design process. I'll use that as...
Damage Control
Game Design
We’re not leaving things to chance with A Giant Problem. Everything’s on you. Not on you on you, but it is based on your skills. Or lack thereof. Chance and...
Quentin DevLog02: Main Menu Build - Ghost Knight
Game Design
Been working on some ominous and ambient smoke effects for the main menu builds just testing some things out and seeing what works...
Whispering Tracks Devlog #4 - Working on navigation
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Game Design
Now that the music aspect of Whispering Track is complete, I can work again on its game-design. Most of the mechanics were already implemented, but there's stil...
DEVLOG - Flowchart insanity (and why it massively helped me with extensive edits this month!)
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Game Design
Hi there! Thanks for taking a minute to check out this devlog. I recently finished deep continuity edits and review on my entire, very branching, very complex d...
Why I think you should play my indie rpg – defining the Unique Selling Points of my game
1
Game Design
As I’m preparing the Steam page for Eniko: Ghosts of Grace for launch and sharing the game on more forums and platforms, it forced me to look at my game from...
My other weird clocks
Game Design
I started my hobby of programming “weird clocks” in 2017. I have dozens available online as web apps, free to play with and use , with zillions of customiza...
Pathfinding and Logging!
Game Design
Day 4 of #NoFreeGameJam The last few days have been spent wrestling with pathfinding. Desktopia has a huge single road (between 50k and 150k pixels) and we've d...
Mythforge - Weekly Devlog #10
Game Design
Welcome to the tenth weekly devlog update of Mythforge Stuff I've worked on in the past week: Finished the Sevarog cutscene Added "determined" state UI indicato...
devlog 1
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Game Design
Hello hello!! Just thought that I'd share a little update as to the, well, update of the game! YAY I'm currently working on getting the new voice lines in order...
Unused content
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Game Design
Here's some unused content! Bunny Alesa Originally, some of the characters were animals (Alesa was a bunny ) Prototype father Mr. Bob and the father were differ...
Devlog: Crank - Gimmick or Useful Input Method?
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Game Design
To Crank or Not to Crank The most intriguing part of the Playdate is the crank. When I decided to make a game for the Playdate, I naturally began thinking of in...
Making the Box Art
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Game Design
Thoughts, sketches and alternate color variations for the box art of our first story chapter. All artwork done by Max Berthelot . Chapter Covers Every chapter i...
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