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Devlogs About Game Design Page 19

Thank you all for your support! (Concepts, Lore, Survey and More, !SPOILERS ABOUND!)
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Game Design
First of all, I'd like to thank everyone for the support this little game has received! I'm overwhelmed with all the comments flooding in- I've read all of them...
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Sweating the details
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Game Design
Below we briefly touch on some of our thought processes regarding the various elements of the game. Let us know if you’d like us to cover any of these in more...
FINAL BETA
Game Design
During this long time of updates, I finally managed to bring you the most complete experience possible, you can play the entire world 1, with all bugs fixed, hi...
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It Will Find You - Devlog 10: How It Hunts
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Game Design
Hey Folks, It’s been a busy few weeks! I’ve gotten some light testing done, development continues, and the first trailer for It Will Find You was released!...
Yamada Hoshi Devlog #6
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Game Design
How do you do, everyone? Mangoku418 here! And welcome back to an all-new devlog for May 2021! While going through my list, I was shocked to see how much was don...
How to: Game Design and Balancing
Game Design
This post is about game design and contains practical hints and ideas for you as a developer how to design game mechanics and how to balance your game . I exp...
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Devlog 2 - February 2020
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Game Design
Happy February! Gonna summarize the past month and then show off some spells! Feel free to skip down if you only care about the cool spells. My January was sort...
LOTLW Blog #2: UI and combat
Game Design
This week I've been working on UI. I've done two things: 1) Finished the first version of Items page. Items page is inventory + equipment + stats. 2) Changed th...
Echoes Traveler Devlog #7 - Presentation and communication
Game Design
Hello! There's a trailer for Echoes Traveler! Have you seen it? You might be here because you've seen it actually. If not, go check it out! I'm excited, sorry...
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...
ATOP Devlog 5 - A Big Step
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Game Design
Welcome again! We hope you’re all doing well, today we’ll talk about our experience wanting to enter the PlayStation Talents Initiative and how it turned ou...
Early Design of Ever Forward Part 2
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Game Design
We, like pretty much every other puzzle dev team were inspired in no small part by the 2007 hit, Portal. The one issue with that being… Portal came out in...
♥ Week 6 Devlog ♥
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Game Design
Hi Everyone! Week 6 is now done, we're heading towards the 3/4 mark of the Jam FAST! This week was amazing! I'm so happy with the progress made. - Nala can emot...
Some plans for the next week or two
Game Design
Happy Monday friends! Here are a few things I'm planning over the next week or two to make Into Outer Bass even more rad: Some more planets and space oddities w...
Known issues in the demo
Game Design
Known issues in the demo These issues are known, but they cannot be fixed as of currently due to several limitations, apologies for this. When adjusting volume...
Tackling my first long-scoped game
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Game Design
It's been a week since I started expanding The Will of Arthur Flabbington to what I hope can be considered a full game (albeit a short one maybe - it's difficul...
#Devlog2 Future demo patch
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Game Design
Hello everyone, Slime reporting! First and foremost, I want to express my heartfelt gratitude to everyone for the incredible support. I never expected to receiv...
To draw or not to draw, that is the question
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Game Design
Since I'm a one man band, I have total freedom on how I produce my games. Freedom is however a double-edged sword: while my flow isn't blocking (or being blocke...
Devlog 1 - January 2020
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Game Design
I started this project last August, pretty much immediately after playing the witch in Dicey Dungeons for the first time. I had some loose notes for this game w...
LOTLW Devblog #12: The Vision
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Game Design
A week ago I've been worried about the game. While I love it unconditionally and developing it is incredibly fulfilling, I was unsure how to explain to others w...
Philosophy and the Weight of Things (Dragging)
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Game Design
I have made an effort in this game to keep the player grounded in some version of reality. There are no magical portals from one world to another. There are no...
A little bit of Story
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Game Design
Since I have been asked about the lore behind Vampire's Bit a couple of times recently I decided to organize my ideas a little and post them here. When I starte...
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I love pretty sweet plaster. Not you?
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Game Design
Hi all, Nothing new :), but now here pretty sweet plaster everywhere, and i dont want you miss it, for sure, and you are here, so all fine :))) Ops, i forget...
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Refining the main gameplay mechanic
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Game Design
Hi everyone! Last week I made a massive change in the way my game works by refining the main mechanic and here's why. (I have also made a video version of this...
#30 Creating a Website
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Game Design
Welcome to the thirtieth devlog! A few days ago, I published the latest major version of the game (version 0.3, with 13 levels). I’m very proud of it and hope...
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LOTLW Devblog #8: Town, NPCs, reputation, talking, controls, loot!
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Game Design
During October I worked a lot - I was participating in what is called Devtober. Without going into details - because the entry would be way too long - here are...
Development Log 2/25/19: Back from the Dead
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Game Design
Hello everyone, I am back to the regularly scheduled weekly updates! I took a brief brake to take care of a few things but I am back in full force to work on th...
Update List for v.0.85
Game Design
So Chris H. (one of the guys in my Monday game group) gave me some extensive notes. Chris is an artist who has spent a lot of time play and drawing for games an...
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Dungeon Map Process [Capricornus & Aries]
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Game Design
Today we're going to take a look at the art and design process for two of the Zodiac dungeon maps in Asterism's second half, namely Capricornus' and Aries' home...
LOTLW Devblog #13: Progress report
Game Design
This is a follow-up to "LOTLW Devblog #9: The new development plan". This is how the plan looks now: Done: A huge chunk of features has been completed. Amount i...
Development Log 1/28/19 Into the Mines
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Game Design
Hello and welcome back to another development update! This week I worked extensively to get the game's 3rd level online and working with the new systems. Overal...
LOTLW Devblog #11: Crafting
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Game Design
I have started working on crafting! The current plan is to have two crafting roles: Materialist and Alchemist. Materialists will craft items using machines know...
EYSIR - Monthly Log 05
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Game Design
Welcome to the 5th monthly devlog! There's been a bit of a gap between this devlog and the last, but there hasn't been anything of note between the last update...
Big Fish - Hint and Cheat systems
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Game Design
Hi everyone! After getting some comments, I realized Big Fish was suffering from the same issues as Rain World. The issue was a lack of conveyance. While most p...
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Stage Discussion #3: "Chain Reaction"
Game Design
I've just now realized that Chain Reaction is actually the oldest stage to make it into the release build of Cataclysm. Before I had shock blocks, falling spike...
welder and shield
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Game Design
The latest level is a dangerous place on its own. While you meet some resistance, the bulk of the danger is the place itself. Not only there are different place...
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Concept Art & Game Design Plans
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Game Design
Howdy, Boz here, Since releasing the original alpha version of Twilight Tower, I’ve kept busy building and testing new prototype features, writing narrative...
Released Creepy Sentence:Enhanced Edition
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Game Design
We are released the new Creepy Sentence: Enhanced Edition. This version brings new technical innovations like: -Update from Unity 5.4 to Unity 2017.4 -New Color...
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Character Devlog November 2021 - Loukas Notaras
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Game Design
"I would rather see a Turkish turban in the midst of the City than the Latin mitre." What's new? It's been a while since our last development blog and we've mad...
Whispering Tracks Devlog #1 - Adventure in music
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Game Design
In February 2020… Boy, 2020, the year I discovered depression. That was something! And it started that month, February. I joined a jam. The Potat0s Jam, third...
♥ Week 5 Devlog ♥
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Game Design
Hi Everyone! We're officially into Month 2 of YaoiJam2022! Week 5's been a good week, but a slow one. - Almost done truckin' - I managed to get the confession w...
Liga de Expedicionarios
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Game Design
¡Una primicia emocionante para Mystale! Estoy trabajando en una campaña llamada "La Liga de Expedicionarios", la cual estará disponible tanto en formato fís...
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TMHFA: Full Version Screenshots / Fotos de la Versión Completa
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Game Design
¡Hola a todos! Soy BlueBird, y quería informarles sobre el estado de la versión final de The Moon Has Faded Away, porque como algunos sabrán, hace poco sub...
Addlemoth Dev Update: February 2022
Game Design
As predicted, my life got a bit busier and I didn't have as much time to dedicate to working on the game. There has definitely been some progress, though! This...
LOTLW Blog #4: Better graphics and other goals
Game Design
After releasing the alpha demo I've been working on improving the game's graphics. I've started with small things - cloud shadows and sand particles. Cloud shad...
Refactoring and Sketches
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Game Design
So I spent the weekend basically refactoring my code and oh boy, past me sure did a mess. I barely manage to get the new features up and running as planned, but...
Devlog #2: Feedback implementation and new mechanics
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Game Design
Hello! As I stated in the last devlog, feedback has been very valuable and Elementallis is improving thanks to it. Let me thank you again! This week has been a...
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Loopy Lore Version 08 - World Building, Balancing and Sharing
Game Design
ANNOUNCING THE IMPROVED LOOPY LORE Loopy Lore is back with a brand new version with new features, mechanics and components! Allow me to tell you a bit about the...
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Boss Deep Dive: Isolation
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Game Design
Today Ian walks us through the high-level design of Isolation, the final boss in our free demo: https://www.kickstarter.com/projects/afterburnerstudios/dreamsca...
Shaping narrative and graphic through influences
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Game Design
What is Asobi ? Asobi is a short visual novel that could be defined as a kinetic novel, developed on the occasion of the Spooktober Visual Novel Jam and is our...
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