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Devlogs About Game Design Page 17

Comet Dev: Hard Mode
2
9
Game Design
Hey guys, it's been a minute since we last spoke. The game has gone through a major visual upgrade thanks to Kirill (our level & cutscene artist) and Jan (our p...
Progress Chart — or How I Learned To Stop Worrying About Bad Code And Just Do It (Part 2)
1
Game Design
And this time , I was done. For real. Or was I? Oh, boy! I wasn't! Remembering the threaded path I said I didn't care about route points, last week. I still don...
Boss Fights and Sponges
1
Game Design
Hello today! This is Torchbound aka Reven, and this is my devlog! This game is something dear to me and I will not stop updating it until I'm satisfied and have...
FREE until end of the month !
1
Game Design
As our Assets met their selling points, we decided to set them FOR FREE for as long as we stay in profit. Thank you ALL for your great support !...
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The beginning of Ever Forward
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3
Game Design
Welcome to the Ever Forward Devlog from Pathea Games. We'd like to take the time to share our journey with you, about what Ever Forward is, how it came to be, a...
Designing Catch Huntermann, World's Best Detective
Game Design
We only had time to implement one character in our game, so we made it count! Enter Catch Huntermann, World's Best Detective . This guy is a complete goofball a...
Devlog 24: The Sacred Gardens
Game Design
Hey you guys! Lately, I have put in a lot of work to polish, bugfix and implement all your feedback and want to let you in on the progress! Here are a few of th...
GRIT - The life and frequent death of pixel man
1
Game Design
I've been a part of many great game dev teams but this project is my personal exploration into extreme survival and perma death. You'll have to survive a few m...
Remastering Our Wonderland; Or, How Does One Attempt to Polish a Game They Made Over a Period of 3 Years????
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70
Game Design
Hi, hello, hey! Because I have a lot of followers here not following me on my other accounts, I wanted to officially announce here that YES. I have now finally...
Pixelot - Dragon Trial
Game Design
I'm really excited to share the last devlog post before the update goes live! After defeating Salamandro in Mt. Magmor, the party goes back to wyrm to find that...
Consider me Influenced
Game Design
- Me after experiencing any enriching media Time for another weekly post. I'll be honest with you: I have no idea what to talk about next week. It's going to be...
PROCESS LOG 1
8
Game Design
Hello everyone! It's been 1 week since the release of HEART À LA MODE, and we've been really heartened and overwhelmed by your support and interest in the game...
Imagine Lifetimes - Mini-Game Devlog
1
Game Design
Hey itch.io, As the release date steadily approaches, I'll be trying to make a habit of doing a couple of extended devlogs for you. I've been quite caught up in...
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ATOP Devlog 6 - Personal Workspace
3
Game Design
Hello everyone! Welcome back once again to our Devlog where we talk about our journey and experiences while making A Tale of Paper! Today we will explain a bit...
The Art and Character Design of Pitstop in Purgatory
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16
Game Design
Hi everyone! Today we've got a special treat lined up for you, it's a guest write-up by Pitstop in Purgatory 's artist Alcinus ! Read below and learn about the...
Gameplay video + Project History
4
Game Design
Hi everyone! New gameplay video I hope some of you have been curious to learn more about Boinihi: The K'i Codex. I have attached to this message a new gameplay...
Caretakers who Don't Care
1
Game Design
No, they care, actually, they just don't care enough . Welcome to our last character post! Seeing how Twitter isn't having the best time of its life, I'm very g...
WINTERSANDS: CHARACTERS
2
Game Design
Now, let’s be serious. We have to talk about elves. And about Agatha. And other characters, too! This is a post about the cast of WINTERSANDS and how we found...
Say it with Objects
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1
Game Design
Compelling characters grow and change. How do we show their interiority? Dialog is the obvious way. Another way is through the use and exchange of objects. In T...
Sovereigns of the Afterlife (and their lapdog)
1
Game Design
Hi! Third weekly characters post. "Third" also stands for "third-years"! Pretty straight-forward, actually. Better known as "Death Gods", their word is law! Ove...
Designing Untrusted - Turn Processing Breakdown
Game Design
This article looks a bit in depth the decision making for the core of the game design - how the actions are processed server side to advance a turn. In Untruste...
Branches of World Ash
1
Game Design
You might have noticed that the game comes in three flavors, selectable from your Steam client. Here is what they are all about: The default branch contains t...
Next Steps
14
36
Game Design
I’ve taken some time to rest and sort out my thoughts. First, I want to express how eager I am to continue working on Fear Me . I’m really excited about it...
Upcoming Interview with ItsTheMaceo
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8
Game Design
Hey! If you have ever wanted to ask me a question about Swallow the Sea, Perfect Vermin, myself or any of my other games your chance has arrived. I will be doin...
a Marxist scuba diver
3
Game Design
I’ve got a process down where I can do a whole PS1-style lowpoly character like this in less than a week. I divide up the different tasks (modeling, texturing...
Sneak Peeks before Steam release
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11
Game Design
Hey itch people! I've realized I haven't really kept you all up to date on what's going on with Doodle Empires, but rest assured development is still moving for...
WINTERSANDS: DESIGN
3
Game Design
This week, we travel into the past – without artefacts! – to the part of the game that’s all done and ready: its design. It is a tale of non-designers gro...
Neon Tail screenshotsaturday 20200201
Game Design
Hi, trying to keep up with #screenshotsaturday on my project Neon Tail ! There's been a ton of work done these few weeks, but I think the amount of new things d...
Keeping Balance
4
Game Design
In speaking with developer Razz, or @IvanMeat, about progress on forthcoming run-and-gun Iron Meat, he mentioned much of his recent work consisted of game balan...
Shadows of Doubt DevBlog #27: Populating the Population: Clothes
4
Game Design
Shadows of Doubt is a detective stealth game set in a fully-simulated sci-fi metropolis! There's been a murder and it's up to you to solve it by any means neces...
Color universal design.
Game Design
『Color Dimension.』を作るにあたって、5つの色を選ぶ必要がありました。 In order to create "Color Dimension.", I had to choose five colo...
What inspired Arclands?
3
Game Design
Hello Arclads and Arcladies - we’ve surpassed 650 Backers! That is already amazing - thanks to everyone who pledged and shared around the campaign. In this up...
Design Post #002 - Level Design Process
1
Game Design
This post originally came from the Monochrome RPG's Patreon page Hello, Patrons and readers! I’ve got some interesting updates on Monochrome for you. Have you...
Menu Options improvments
3
Game Design
Well, I have finished renewing and improving the options menu for the game, the code has been rewritten to be more organized and easy to read for other programm...
Dev Diary Video #1
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2
Game Design
Hope ya'll taking care of yourselves during these tough times~ Check out the first video in my dev diary series! This goes into my influences and why I made Shi...
New Power Ups
Game Design
Hello! Ok, so I've been fairly busy with ZOE this month trying to develop the power up system into something a bit more engaging. The current idea is to have th...
NeonCode 2 DevBlog: Drones and Level improvement
4
Game Design
Sooo here is the second enemy type in the game. The drone from the first NeonCode, but the big difference is this is an agressive type and will shoot back! Also...
Attribute Shift: WIL -> CTRL
1
Game Design
Long Story Short: I've decided to change the Willpower (WIL) attribute to Control (CTRL). During my Sunday morning editing/revising session I was revising the d...
Devlog 2 - First steps
Game Design
So first thing I like to do on any big project is start a spotify playlist . This, along with a palette, some random art twitter posts, and a walk around helps...
Chuck Jones, Maurice Noble & Thomas Romain Are Giants
Game Design
In terms of Inspiration. Some may not be immediately cognizant of their work, but we certainly are. Of course that also shows our age. You know Chuck Jones from...
Devlog: Stats
Game Design
Greetings adventurers of Zoria, We’ve had a busy couple of months with the release of the Prologue and the Steam Summer Festival, going through all the awesom...
Devlog: Tech and Design of the Flag Editor
3
2
Game Design
Contents High level implementation - How does it work at the core? UI Design - A Full Image Editor in only 64x64 pixels PICO-8 Trick - Mouse-based Button Input...
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Whispering Tracks Devlog #3 - The sounds of the world
Game Design
Progress is made, finally! Writing music is a long process. Especially when you do it on a side project, along another big project, and you're frequently interr...
WINTERSANDS: SPRITES
3
Game Design
On to the magic – we’ve told you about the concepts last time, but this time, you’ll see how they take shape on the screen! Mining Lin-Manuel Miranda’s...
Writer's Q&A
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Game Design
With NaNoRenO’s deadline met, our writers have now signed off on the finishing touches of their portions of A Pinch of Magic ’s common and LI routes and Var...
Looking for Players and 1.5 Preview
1
Game Design
Hello today! I want to keep polishing the experience of this game until I'm satisfied, because it's very dear to me. Since this is a tabletop, testing changes i...
Fixing Save and Load
1
Game Design
The bug fixing process for alpha 2 continues. This time I fixed a very nasty bug that would crash the game very frequently after a tribe switched dominant clans...
Preventing Save File Corruption
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5
Game Design
This weekend was mostly spent tracking down a nasty issue that would break core distance recalculations. This would lead to a variety of issues, including save...
Playtest 0.20 Core Mechanics Feedback
Game Design
( This devlog is cross-posted to my gaming blog at tabletop.willphillips.org. ) I’ve introduced a new set of attributes for player characters called “Perils...
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Working on Options menu redesign and adding new icons for action buttons
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Game Design
#devlog I'm currently rewriting the code to manage the in-game options, I'm also redesigning the menu, this time using some elements already included in the gam...
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