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Devlogs About Game Design Page 25

Tweaking tweaking
Game Design
Spent the day tweaking small bits of code and fixing minor errors and bugs that aren't a huge deal, but add some polish to the whole thing. The main tweaks were...
2021 Overview
Game Design
Happy Holidays everyone! Hope you’re all ending the year with a blast! Wavi here bringing you our own year-end’s summary. 2021 has been a real roller-coaste...
Having the right elements
Game Design
I park my car and unload the 5 pizza's and 7 chipotle orders from my car and try and remember who all ordered what... This is much bigger than my last year's fo...
PickyBurritos Post Jam DevLog
5
Game Design
Hello and welcome to my very first ever DevLog. My team's entry for LD50 ( https://ldjam.com/events/ludum-dare/50/somnipathy ) marks the completion of my 4th ga...
Character Inspirations & Notes 4: Jade Emerson
Game Design
G'day Folks, Did you know that it's been 90 days since I made the itch page for The Game of Fourtune? It seems like it wasn't that long ago but time sure is fly...
I just finished my new asset pack any thoughts?
Game Design
I just finished my new asset pack any thoughts? it took me more than 2 days to make and i really wanna hear your thoughts about it!...
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Video devlog 4/6: so you guys wanted flying animals?
1
Game Design
This fourth devlog introduces something that has been requested numerous times: flight. The community already knew this, because despite me painstakingly blurri...
Next update in the works
Game Design
First I simply want to acknowledge how awesome the charity bundle is doing. From starting with a humble goal of $5,000 to fast approaching $420k, it’s been in...
Thoughts on Aikure City
Game Design
This was originally posted on Weebly on March 29, 2021 . At the time, this visual novel was titled "Yobidasu", and I had not yet reached out to any background a...
Holy Field - Original Soundtrack
Game Design
Holy Field features an original developer-composed 8-bit soundtrack, have a listen!...
Big Fish - Designing a new gate
7
Game Design
The object I'm working on in this video is a gate that can be colored based on the color that the Tadpole spits out. Using the different colors will unlock thes...
Big Fish - Animating some things
7
Game Design
Here is a video of a bunch of little animation things I worked on, finishing with some new player animations and a jaw that helps the player eat larger enemies!...
Devlog 1: Basic Combat Design
1
Game Design
The core concept of the combat system of TGB is to mix PuzzleRPG and Turn Based Tactics. Thus, you can see that enemies in the TGB will move, attack and cast sk...
More behind the scenes talk...
1
Game Design
A view of the inside of the Tearcell virtual workspace, maybe? We are back again, with more discussion from inside the development of Somnipathy! This week we w...
How Do You Design a Game Based on a True Story?
Game Design
In recent years it really fells like documentaries suddenly became really mainstream. Once considered the domain of niche channels and gravely-voiced dads who s...
Working on a new boss...
Game Design
Might take a few days to maybe a week to get this exactly right. Right now it's in the planning stages, and I hope I can pull this idea off. So, the basic plan...
More work is being done on the next minigame
1
3
Game Design
More work is being done on the next minigame. In this next one you get to sort all sorts of great fruit. I am so grateful for all the support I've been getting...
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100+ Downloads, What Inspired The Game of Fourtune?
1
Game Design
Good Day, The Game of Fourtune has reached more than 100 downloads! It's been quite the journey and I feel extremely proud to hit this benchmark! I'd like to th...
Maps and enemies and new items
Game Design
So, I was up late last night and then woke up crazy early this morning, and while I was unable to sleep I worked on adding some new enemies, a few new maps (the...
Crafting Rogue Summoner's Story
Game Design
When we first started to develop Rogue Summoner, we weren't sure about its story. We knew it would be mostly a rogue-like dungeon crawler, so the most obvious s...
From a game's ashes, rises... an asset pack??
3
Game Design
I have a lot of incomplete projects. Like a lot A LOT. My hard drive is filled with game dev projects that I've spent anywhere between a day to six months on bu...
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Vibe's Views: Friday Night Flights of Fancy
4
Game Design
(The following is a partial retrospective of our team's work on Somnipathy for LD50.) The week leading into Ludum Dare 50 was filled with anticipation for the g...
Somnipathys: Art in a Gamejam - whiskeybadger
3
Game Design
Intro Howdy. whiskeybadger here. I was on the art team for Tearcell’s Ludum 50 Submission, “Somnipathy”. I was brought on a few months ago on Cosmic Canid...
We just replaced the chopping animation
Game Design
The old one looks like he is from some action RPG while the new one makes me worry about his waist...
Quentin DevLog01: UI Concept Work - Ghost Knight
Game Design
UI Concept and UI Asset Development I am working on Currently for Ghost Knight...
Expressions and Layer Systems
Game Design
Sketched New Expressions to Add in the Project! I was looking for references and was actually pretty surprised to discover that Yoshida-Sensei doesn't actually...
Design Diary: Math Wrath
3
12
Game Design
Figuring out the “best” way to handle arithmetic in a game is my least favorite part of playtesting. I obsess over it anyway because I want to save myself...
What do YOU want from a Twin Stick Shooter?
3
Game Design
WHAT'S IMPORTANT IN A TWIN STICK SHOOTER? This is an important question and when you think of popular classic twinstick shooters (depending on your age) you mig...
Added healing spas...
Game Design
I decided to add two healing spas in the game, they work kind of like the faerie ponds in the first Zelda game, where you're healed completely. Consider these m...
It Will Find You - Devlog 7: Static and Attached Items
1
Game Design
So the final devlog on interactivity, and it’s time to focus on the two that manage to single handedly break the project whenever I even look at the system, S...
Version 3.0
4
4
Game Design
- Online mode, playable via Port Forwarding/Hamachi - Singleplayer mode - Animations are now an hybrid of Boyfriend's code with the Opponent's, works pretty goo...
The process of making words appear on screen...
5
Game Design
If you've been following along with this weekly series of blog posts, you've learned enough about Somnipathy to know our game has a lot of text. If you haven't...
25 mai !
2
Game Design
25 mai : jour de la serviette ! En ce jour de la serviette , tou·tes les voyageurs galactiques célèbrent l’œuvre de Douglas Adams. Prenez cet outil indisp...
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Building cutscenes? Yeah, we do that too.
3
Game Design
This week, we are thinking about storytelling. No. Wait. We are ALWAYS thinking about storytelling... this week we are thinking about... CUTSCENES. As we close...
A quick chat about some of the invisible work that happens to make a game...
1
Game Design
Do you know who I am? It seems like a million years ago now that the members of Tearcell Game Studio sat together in a Discord call and discussed moving forward...
The art of visual storytelling and subtle gameplay instruction
2
Game Design
One of the things I wanted to do with this game was go for an extreme minimalism, or as the director of Ico called it: game design by subtraction. There were s...
Inducing Alina
1
Game Design
We were brainstorming new ideas for our next game project and we were actually thinking of a completely different type of a game, when we started talking about...
Standalone System incoming
1
Game Design
Core Mechanics The Weapon FX module can be plugged in into any d20 OSR game, but it also has a standalone component that I want to talk about. It is a mix of Po...
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[003] Leveling Curves
4
10
Game Design
Follow updates on my Substack: https://melodicambient.substack.com/ Hey everyone! Melos here. Does leveling up ever feel wrong in a game? Too slow, too fast, no...
Lessons learned about making an open-world driving game’s world scenes
1
Game Design
Hey folks, The game is still pottering along here & there. Albeit with some slowdown due to the recent news (from which I hope you're all able to find a moment...
The Thirteenth Floor - DevLog #00
Game Design
This first dev log will cover what’s happening, where I’m up to with the project and a few details surrounding it. Firstly, the setup. For this game I’ll...
#17 To level 2 and beyond!
1
Game Design
Welcome to the seventeenth devlog! Last devlog, we finished level 1. I wrote that devlog a week ago, and this week … I realized I needed to create a different...
Meet the Team
1
Game Design
Dive into the world of heelys and murder.
Demo got an update!
Game Design
Hello. so we decided to update to update our demo to make player experience even better. So this are the changes: -Dialogue with NPC no longer starts on touch...
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A day of tweaking little things
1
Game Design
I was originally going to work on a few new maps today, as well as do art for some ruins and some of the other new areas/sections/biomes/what have you, but afte...
working on the final part of this alpha/Not implemented yet
3
Game Design
I'm working on having a slightly better ending than just ending abruptly is not yet implemented...
A day fixing gamepad issues...
Game Design
I got a few new controllers today to test some stuff out. I've already tested it out on a PS3 controller, and now I was able to check it out on a 8BitDo Genesis...
#15 A game for 1-4 players, or is it?
1
Game Design
Welcome to the fifteenth devlog! Ever since I first had the idea for this project, I knew it was going to be a game for 1-4 players. I also knew that I wanted a...
Devlog #2 - From idea to game
1
Game Design
Hello everyone, This week for devlog #2 we'll be talking about how Signals came to be, early ideas, prototypes, terrible sketch and other artifacts. In the begi...
Big Fish - Showcasing the Worm Boss
7
Game Design
Today's video is short, but shows the player defeating the Worm Boss. Some more testing is needed, but an update with will be out soon. New things in upcoming u...
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