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Devlogs About Game Design From Those You Follow Page 8

Devlog #5 - The Codex
Game Design
In our latest devlog ( #4 ) Geri, the creator of the world of the Riven Realms, have shared how he got hooked on fantasy books, stepped on the road culminating...
Fireheart - Devlog
1
Game Design
Hello everyone! This is the first devlog I make not only for Fireheart but in general. So I hope you will not be too harsh and english also is not my mother la...
New character: Shin Naoki.
3
Game Design
(The original post can be found on 97Circle's official Patreon ). Good day, world! Thank you for playing Pitch Black Serenade demo or, if you're new to this p...
Devlog #11 - Character Design - Part 4
1
Game Design
In Part 3 of our Character Design series , we discussed how a character concept gets to its final artwork state that is placed into the game. In this last part...
§21 - Turn-based Combat breakdown
2
Game Design
What are turns? What are action points? Isn’t there a better way to do intelligent combat? - Unknown philosopher, 21 century. What follow is a detailed introd...
Fäiser and what it means to make "Raw" games
2
Game Design
The idea behind Fäiser isn't all that special, it's basically LUFTRAUSERS but with less polish and more colours (because colours are cool and you can never hav...
2 files
Chapter 2 Sneak Peek #28: Return to Eagledeen (Part 4)
1
Game Design
Welcome to yet another sneak peek of Alchemica - Chapter 2! This week's sneak peek is still focusing on Eagledeen. We have spent the week doing final touch ups...
On deciding when to blow up and when to heal
2
Game Design
The base idea for Ritual of the Moon came as I was fighting with a close friend. Or, I was fighting. She had no idea. I was feeling really abandoned and betraye...
Post Processing is the man!
1
1
Game Design
Hi! I'm Charan. It has been a long time! Time is flying by so fast! How have you been? Progress: I have been working on a level in our game which I've...
The story of Patrick's Challenge
Game Design
For people who are extraordinarily interested in the 1990s indie game scene, here's a writeup on how and why I decided to create an 8-bit version of an obscure...
Prototype devlog #0
5
Game Design
Grandma, Come Here (hereinafter Grandma ) is a small narrative game based on a true story. Through the game, I wish to depict ordinary people’s life in Chin...
4 files — 1.0.28
Delta A.R.C. Devlog - Dec. 2 2018 - Backstory, Current Progress, and Some Images
1
Game Design
TL;DR This game is still being developed, and I'm doing lots of revamping and new stuff. I won a gold medal in the Scholastic Art and Writing awards for the d...
v1.0 is out now! (Design Process log)
3
16
Game Design
Hello to every Map Painting Enjoyer out there! Ages of Conflict, an AI-only Free-for-all game is out now. I would like to use this devlog to discuss the Design...
The making of Clarity
2
Game Design
Excuse the crudeness of the screen grabs, but just to demonstrate how many forms this game has taken, yet all of this remains in the game somehow. The D6, the s...
A Story Design Retrospect on TLTSS
Game Design
Prologue - The Jam Game That Got Its Own Essay As announced last week, I'm writing a two-part mini-essay about my latest game The Last Thing She Saw . Part one...
Chapter 2 Sneak Peek #23: The Great Library (Part 1)
1
Game Design
After a slight delay, we are now here with a new sneak peek for Alchemica: Chapter 2! Today's sneak peek will be about a major landmark in Rochendil: The Great...
Empires in Ruins - Tier 2, Advanced Towers
1
Game Design
Whereas the base towers we did present the last time are the foundation of your defenses, they will hardly be enough to bring you victory once the situation hea...
Chapter 2 Sneak Peek #26: Return to Eagledeen (Part 2)
2
Game Design
We are back with another sneak peek for Alchemica: Chapter 2. Last week we have shown a glimpse of Adelaide Park, and now we are going to show you guys some fre...
Roomies - Designing All The Things
4
Game Design
Hi Everyone! My name is Kevin and I was the Designer for the Global Game Jam (GGJ) 2019 game, Roomies. I was responsible for game design, art direction, 3D text...
Talking about R o t M
5
4
Game Design
I've given many talks where I discuss Ritual of the Moon. Sometimes it is easy and sometimes it is hard. I gave a 15 minute talk specifically on RotM, a "mid-mo...
Machinaria - Major Audio Updates
2
Game Design
M. Corp announcement - Project M.i.M.o. M. Corp sonic research staff have been tracking the response of common users to sounds coming from the machine and deter...
4 files
Pixel Vampires!
Game Design
Welcome to the official devlog of Bloodlust: Santa Monica ! Bloodlust is a demake of Vampire: The Masquerade: Bloodlines in the form of a SCUMM graphic advent...
Prototype incoming (with special thanks offer)
2
Game Design
Hi everyone. So glad to have you in the community for this first post. The prototype of Clea is almost ready! Please check out this page for some early info: ht...
#1 - Let's talk! (a dialogue system)
2
2
Game Design
Hey there! Since AZBH is mainly an RPG, character interactions take a huge part in unveiling the story of the game. Since the most basic form of communication b...
The Road to Beta - Dev's Thoughts
1
Game Design
Well, after some project reorganization and some late-night thinking, I've decided that the development process I originally had in mind is going to change quit...
VN Reader Preferences - An Empirical Analysis
3
8
Game Design
Introduction Hey, this is Arsym, lead programmer for The Sekimeiya: Spun Glass. It's hard to believe, but it's been 6 months since the beta was released . To ce...
1 file
Lots of coffee, lots of tears, great progress!
3
Game Design
So Lars and I have been very busy lately and made some great progress with our game Crimson Resonance! We decided to do a sprint, meaning working through the we...
Sergeant Hans Heimer
1
Game Design
While far from being an RPG game, Empires in Ruins puts quite some focus on Sergeant Hans Heimer, the main character. During the campaign, battles, characters a...
Goals With No Punishment
2
Game Design
This is the image of the calendar in game. As days go on, it marks your choices. At the end, it will hopefully track your emotional landscape for the past month...
The Making Of
1
Game Design
Intro Hi, I'm Samantha! I'm an American artist and software developer based in Adelaide, Australia, and sometimes I make games! I decided to document some of th...
The Making of Cosmos Arena
3
Game Design
Cosmos Arena is a local multiplayer party game for up to 4 players. Right now it is PC only but we hope to make an XBox port as well. I'd like to share with yo...
1 file
Devlog #9 - item system
1
Game Design
This devlog will explore the item system in Point & Sin. There’s also a video version of this devlog further below if you prefer to consume information that w...
On Confidence and Vulnerability
3
Game Design
I've been confident that Ritual of the Moon is good for a long time. I'm often confident in my work. The very beginning is my most self-conscious time. I try to...
New Year, New (Sche)me
1
Game Design
So it's officially 2019 (yay!) and the plan is to release Schemer by the end of the month. As always, I've been diligently working to get all things Schemer to...
Rebellion - The Clans are Marching
1
Game Design
It all began with a rebellion in the Western Marches, and there ain't no rebellion without rebels. The fact that since decades the worst scoundrels from all ove...
1 file
Game page design update #1
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Game Design
As requested by people, I added a few high-resolution screenshots of the game and a quick gameplay video to the game page...
[06] Playtester feedback from December 2018
2
Game Design
Happy New Year! We had our December thesis milestone two weeks ago. Here is all the feedback we received from faculty, alumni, & classmates. It had a fair amoun...
#3 - Modifying skills with artifacts.
1
Game Design
Hey there! Azurebreak Heroes is going to have deep character customization combat-wise. One of the most important aspects of said customization are magical item...
Updates on the 0.7.4.2 Warsim Development
1
Game Design
Hey guys, just want to make sure no one's in the dark, it's been just shy of two weeks since the last update and the reason for this has been the scope of the n...
Cheap Game Trailer / Ultimate Elevator Pitch
Game Design
Since we completed the latest chapter of re:Antistar and we're heading towards our Christmas Sale, I knew time was overdue for a comprehensive game trailer. We'...
Krovans - Of technology and discipline
1
Game Design
Last week we did describe you the Rebel forces. Brutal, variegated and badly organized, but nevertheless deadly. Well, let me say that those were just the real...
1 file
Sunset Witch X - January 2019 Devlog
Game Design
Sunset Witch X - January 2019 Devlog...
One Witch against a Demonic Rabbit Cult!
Character Profiles
6
Game Design
All the characters you meet in the demo ( STEAM ). Nemo's POV Lien's POV...
Developer's Log - January 2023
8
Game Design
Hello everyone, Apologies that this log showed up a little late! I have a lot of fun milestones to share in this slightly more long-form developer's log. Organi...
Technical Implementation of an Endless Spawn System
Game Design
[ 1. Overview ] The first issue was figuring out the exact parameters required to spawn N of enemy type N at the start of wave N . The "endless" aspect means ha...
Level Design - Pablo Campos
1
Game Design
Hi everyone, Today I will show you the new design of the new first level. During the play testing we found that an extensive map, based of 3 large areas, produc...
Witch Bodies
5
Game Design
Artists Rekha Ramachandran and Julia Gingrich made so many beautiful iterations of the witch's indoor and outdoor outfits. It was impossible to choose which ama...
Character Intro: Kat Rush
1
Game Design
I figured I should post devlogs now and then, especially now that I’m getting into this new draft properly and have finally escaped the exposition desert. Rea...
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