Devlogs About Game Design From Those You Follow Page 29
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...
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...
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...
This is a build that showcases the unique UI solution I was exploring when I was experimenting with this game concept back in 2016...
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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...
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...
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...
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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...
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 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...
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...
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...
Не секрет, что описанные в НРИ игровые процессы разными людьми воспринимаются по-разно...
In this third devlog a lot of related new features are introduced, allowing for a lot more niches and richer ecosystems:...
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...
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...
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’...
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...
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...
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...
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...
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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...
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...
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...
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...
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...
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...
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...
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...
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...
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!...
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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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...
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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...
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...
Been working on some ominous and ambient smoke effects for the main menu builds just testing some things out and seeing what works...
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...
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...
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...
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...
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...
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...
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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...
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...
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...
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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