Devlogs About Game Design From Those You Follow Page 35
Hello explorers! We are full-steam into the development of a Release Candidate build. Given our feedback from the beta tests (thanks from the bottom of our hear...
Hello everyone! I have decided to not release any more beta builds of the game! I will only release the full game in my next upload, and sometimes share sneak p...
Heya, just a quick update because someone asked about translating the game into Brazilian Portugeuse. I added support for that thanks to this code from Bamboo C...
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Hello people, well I would like to get to the point, and updated the game to change the controls, mechanics and to make it a more fun and challenging game, I wo...
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Short for “mutants.” Their great-grandparents huddled for warmth around the nuclear towers of the Continental Dome Cores. They’re the lucky ones, the ones...
I have never been so excited to celebrate the end of a year. 2024 was far and away the most challenging year of my life, and there is an ENORMOUS amount to show...
Designing a game is hard. Let's take a look back at some very early concept designs for Harper and Ian. Harper was originally going to have two cisgender design...
A short update on the development of Settle the World . I work on the game almost every day, fixing bugs and correcting things that don't work well. The develop...
Hello and welcome to another sneak peek for Alchemica - Chapter2! Last week we have introduced the Goblin Scout, which Charlotte will encounter on the new deser...
Hello and welcome to another sneak peek for Alchemica - Chapter 2. We are still adding more monster to the Whispersand Desert, so here is a preview of a new des...
One thing anyone can agree with, is that a game's user interface can make or break the overall experience, and when making a life simulator, the UI is a critica...
(Note: This Devlog is listed here as Devlog 1B as I've begun to post devlogs across multiple platforms and want to start from the top for the sake of consistenc...
Welcome to another new sneak peek for Alchemica - Chapter 2. Today we will be sharing to you guys another new monster: the Goblin Scout . Goblins are staple en...
--- V0.8.8 --- - New Skill: Sword Ice: Stab the sword forward, knocking back enemies and freezing them. - New Combo: Shuriken + Bronze gloves (Can find it in Ch...
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Hello Bludgeoneers! Let's talk about Enemy Balance today. It's been the one part of the game that I've handled myself, calling upon years of practice and - for...
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Hello everyone! I've decided to start documenting my journey making Reel-istic Fishing. I'm going to start from the very beginning, and work my way up to presen...
Coucou, chéries! It’s been a little while, hasn’t it? We can’t believe it is basically summer already; time has really flown by, but rest assured we’ve...
2 new characters has been added to the complete version! Everyone who already bought it can get the new stuff for free! See you and happy game-making! :)...
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Hey! These posts have started to become hard to make. But I won't give up! These last few weeks I've been focused on making the last tracks for Toumayhem. Most...
Thanks to Vinzarech von Jergan's hard work, the German version of the experience, "Lies nicht das Tagebuch!" is available now!...
I'm going to add in a manual pretty soon with the download (and maybe a way of launching it from inside the game itself in the options menu). The manual will be...
Hello and welcome to another sneak peek for Alchemica - Chapter 2. Today we are going to introduce another new enemy: the Goblin Knight! They are the third and...
I think it looks nicer! I still need to add a new trailer. Will hopefully do that soon, but I might actually launch the game before the trailer. In fact, I migh...
Oh boy, it has been a while since the last blogpost, eh? A few weeks at least! Maybe a month? Welp, that is on us. But we are here to redeem ourselves! We had b...
The characters in Synthaar are represented by 2D Pixel characters that exist in the 3D Space of the world. I wanted something that could display more detail tha...
In my development version a few "little things" have been finished again (...took me over a week for these "little things"...that was really complicated!) , the...
In Devlog #7 - Character design - Part 1 we talked about the types of characters in Vagrus , focusing especially on Companions and their roles in the game. No...
Hello hello! Did you play the game? Had fun? Basking in misery after Augustus's Bad End? Actually, that's me. Thank you again for the time you spent meeting Ner...
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In my previous post I described the process for adding new monsters to Ecliptic. This time, let's talk about some weapons that can be used to turn those monster...
Nothing special, just some gameplay, to give you an idea on how it runs. Later, I'll be doing a short postmortem, where I talk about the game, what it was like...
As if it came from HorrorVale itself, long dead Progress Report has risen from the grave for July. Hello. Been a while. Also probably a bit unexpected consideri...
In this entry: Making western Rezelot areas - Rannah's Domain and Silver Fields. Click here to read >>...
UI rework is coming to an end! I'm very happy with how it looks now - buttons will move, features will be added and removed, but the style will stay the same. A...
Heya! I woke up today to the game having over 1k plays, which is always very mindblowing. Thank you so much for playing, and also thank you for everyone who rat...
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Hey! It's been a little while. I'm still hard at work, currently designing the final boss fight, which has been pretty extensive and laborious but it's coming a...
Here's some LORE for you. Some WORLD BUILDING. In-universe, Walthros characters use computers, just like us! And Bob posts things like this...
Hello, and welcome to the November 2022 Progress Report! Let's not waste any time and get right into it. Compared to last month, November was a pretty solid, un...
Hello! In this dev log, I'll be taking a look at some of the features available in Synthaar's build mode, and what kind of creative control you have over the cr...
One of the selling points of our projects is the golden tonsils of our talented voice actor Mike Holmes. We get a lot of comments/questions regarding how great...
Hello, this is Meiri. Game dev is my hobby, but earlier this year, I graduated after 5 years of studying and now work as a licensed psychologist. There is a lot...
Finally...! After some weeks of absent, finally we are back with another sneak peek. The Octopus boss really took some time to finish, and coupled with a techni...
It's more dynamic to choose between the flashlight and the pistol. This will allow more fun mechanics based on the light OR the gun. The flashlight still loses...
A quick mention that No More Snow development is still alive and I'm working on a new level - a graveyard with snowman zombies inside it...
So after many day's I'm confident that the layout is complete. Now all that is left is to edit and add the art (which I have pre-downloaded so hopefully that wo...
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The development is going swimmingly well. As soon as the title animation is finished, we'll start improving the menu first, and then other features, to one by o...
Introduction to the game's art style Bubblegum Zombie Hunter at its conception was meant to be a very colourful bright and fun game with over the top characters...
Hi, wonderful humans! It's time for another devlog. The Creature Collector Fest is over but the Next Fest is right around the corner! Juggling priorities gets h...
One of the cornerstones of Tea For God's implementation of impossible spaces is something that I call VR Anchors. First, let's talk about spaces. For Tea For Go...
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