Devlogs About Game Design Page 25
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...
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...
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...
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...
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? it took me more than 2 days to make and i really wanna hear your thoughts about it!...
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This fourth devlog introduces something that has been requested numerous times: flight. The community already knew this, because despite me painstakingly blurri...
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...
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 features an original developer-composed 8-bit soundtrack, have a listen!...
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...
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!...
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...
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...
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...
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. 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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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...
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...
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...
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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(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...
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...
The old one looks like he is from some action RPG while the new one makes me worry about his waist...
UI Concept and UI Asset Development I am working on Currently for Ghost Knight...
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...
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'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...
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...
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...
- 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...
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 : 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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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...
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...
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...
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...
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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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...
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...
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...
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...
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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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...
I'm working on having a slightly better ending than just ending abruptly is not yet implemented...
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...
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...
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...
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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