Devlogs About Game Design Page 21
For the GMTK Jam 2020, the theme was announced as "Out of Control". I spent the better part of 2 hours after the Jam theme was announced deciding what kind of g...
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Good Day Folks, Hope that things are going well for you, as of writing this I've just about finished adding in a few pieces of polish for the game. Mainly some...
When you're as close as I am to a project like this, you can't see the game through new player's eyes anymore. As my brother puts it, "too close to the trees to...
Hi All I decided to experiment a bit with smaller, faster releases this year. That's why ---Red---Tether--> will come to Steam and Itch as an extended, commerci...
Spent the day working on a new UI to reduce clutter and add some more new features that will help in editing characters. Here it is in action: New Additions: A...
Today, we'd like to give you a first little insight into the design-process of the levels. While we have some nifty tools at our disposal, more about those soon...
Welcome to the seventh weekly devlog update of Mythforge Stuff I've worked on in the past week: Added block ability to AI Added stamina to targeting indicator W...
I've been working on a draft/prototype idea for one of the chapter games. This one is a speed based game focused on both the band's success and their sudden dis...
I’ve been itching all week to show off our new beautiful addition to the cast, and finally the time has come! Edrisil “Moonshadow” Mune is here! °˖✧...
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This devlog was originally posted on my website: https://elocnat.com/blogs/tcpd-devlog-9.html 🔳 Multiplayer - It's Here!*** In the last devlog I mentioned th...
G'day Everyone It's been a while since my last update or really any update. But progress on the game is going smooth as usual, I'm about finished with the first...
Many players have mentioned the unclear ending, and rightfully so. I will explain the games ending below. But first, I will let you know that it has now updated...
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Event system I'd like to take some time this month to talk about how we're handling the extreme levels of actions / reactions / counter-reactions in the Lancer...
This past weekend was the Freeplay Independent Games Festival, and as part of that I gave a talk on the context and design process of this game. If you're inter...
Hey Soldateers, MM here! I'll be live-streaming the Soldat 2 demo and giving you an overview of what to expect in the full version. If there's time I'll also s...
Welcome to the twenty-eighth devlog! In the previous devlog, I explained that I was able to playtest the game (a lot) and gained valuable feedback from that. Th...
The team I worked with do not exist anymore. Therefore, I am going to continue making the game alone or with the people that would volunteer to help me. Current...
Good Day folks! Today is a special day as it's the day I've made The Game of Fourtune demo public! So now no one has to bother going through links or using a pa...
The idea for this project has come together from a variety of places. A love of early 1980’s synthpop and UK pop culture; Scooby Doo, Nancy Drew, Misty style...
Hey, Adam here from the Code & Key Escape Rooms. The Silver Spoon Caper (SSC) began life as a physical, large-scale puzzle game intended for 2 to 100 players sp...
I’ve been focusing a lot on this game project over the past few months. It’s morphed along the way – starting out as one thing and becoming something so m...
Azucena and I were very happy to make version 0.1 available. We realise that we still have a lot of work to do in order to create the final version! Since we ar...
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We're still working away on making improvements to the game and I thought I'd preview the next one because it might take me a little while. Above is a mockup of...
Yes, this is a house, though not a very cozy one. Currently I am working on a new area for the game. I have most of it planned out and I'm starting painting som...
Welcome to the twenty-fourth devlog! Last devlog marked the release of v0.2 of the game, with MANY changes to the gameplay. In this devlog I want to explain wha...
Between the adventure segments you spend your time driving from location to location. So far I have the road curving back and forth with road side objects scrol...
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Why deck building? As with all card games, a proportion of the game can feel based on luck - as your drawing a selection of cards from a deck of shuffled cards...
Hi Folks, So patch 0.1.2 is here, and with it a slew of fixes and upgrades to the game as it stands. I'm just going to dive right in with a list: Fixed the Safe...
This devlog was originally posted on my website: https://elocnat.com/blogs/untitleddrivinggame-devlog-2.html 🔳 What's Happening? - The Good Stuff Let’s tal...
G'day folks! The next update to The Game of Fourtune is on it's way, I'm just waiting for a few particular assets and it'll mark the completion of the demo in f...
#UntitledDrivingGame Devlog #1 - A month into my stylized combo based multiplayer driving indiegame!
This devlog was originally posted on my website: https://elocnat.com/blogs/untitleddrivinggame-devlog-1.html 🔳 Why #UntitledDrivingGame? Let’s back up for...
Old demo was removed, game is being (re)worked on anew from zero...
If you want to hear us talk through the various game design aspects of Cry, check us out over here! http://slangdesign.com/rppr/2020/04/game-designer-workshop/g...
An average play-through of WASTE EATER is about 950 words long. For a narrative-focused game, that’s basically nothing. I knew going in that while writing wou...
I've been wanting to do this in some form for a while. Be warned; this "series" is an entirely self-indulgent deep-dive into the ideas that went into each stage...
After some consideration through what the next update should contain, a central focus has been selected for this update... "No more new levels for now. Focus on...
I open and tour a new birthday present. A new sci-fi environment asset! You can get this environment too for your Unity projects! Here: https://assetstore.unity...
Follow us on Twitter: http://twitter.com/AngryCatStudios...
Embrace your legacy. Fulfill your destiny. En garde!
Hi everyone and welcome!!! This is the start of a new series of devlogs on narrative design and complex branching in my dark fantasy and horror visual novel! We...
This continues my reposting of the dev diaries of Nocked! True Tales of Robin Hood - where I talk about all things related to my work on the game. Also, there a...
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Hello everyone! We recently released version 9 and Rodent Warriors keeps getting better and better. After working a bit on the new Dialogues as we mentioned in...
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UpdateV.1.1 -Light switch bug fixed. Key glitch fixed. Quality option added to the game Invert mouse X and Y possible to make enable now. Final scene changed wi...
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Let's talk fashion. And I mean the weird stuff. About three hours of my week was spent confirming bizarre vocabulary for historical cuts of fabric and spending...
This week I've been working on some interface design changes. Trying to make it clean, nice and functional. As an examle screnshots of coffeemachines tables pro...
This devlog was originally posted on my website: https://elocnat.com/blogs/untitleddrivinggame-devlog-3.html 🔳 Gameplay Mechanics There’s a lot of games I...
I’m currently working on a feature I’ve been planning to implement since the start of development, initially just because I thought it would be funny: Sad S...
Hi everyone, Recently, we've released a new game demo, "Lost", a 2.5D puzzle-platformer adventure, adapted from the comic book titled with the same name. It wil...
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