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Devlogs About Game Design Page 27

Meet the creator of Soldat 2 & THD Team and ask us anything!
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Game Design
Come and join our chat it'll be fun!! ⚡️ TODAY 10:00 PM CEST ⚡️ 🎮 Play with the Team after AMA! 🎮 Where 👉 https://www.reddit.com/r/Games/ Info...
We need your help with a puzzle
Game Design
Hello, To any English speaking visitor here, can you tell us (in a comment) how you understand the goal of this puzzle? Thanks in advance for your help! The Q...
At a Crossroad: The AI "Threat"
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Game Design
Hello everyone, In the past weeks, work has been only getting tougher on me, and I started drifting away from writing. I am unhappy with that because writing is...
Milestone 1: Basic gameplay, Enemy system, first boss, and storyline
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Game Design
Quite late, but finally found the time to write a little blogpost about the first milestone we hit for the game back in November. https:// earlycoffee.games/blo...
Controls controls controls
Game Design
So after playing it on several different controls, I'm rethinking the gamepad mapping. Originally I wanted something very Genisis/Megadrive, with a three button...
Making aggressive play Fun
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Game Design
I love shooters, I love running in and blasting carelessly. However, many games discourage aggressive play. In a lot of the old Run&Guns players would often hid...
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Making My First Game: Part 2
Game Design
Continued from Part 1... Art This is the center of why I want to make games; I want to make game art. GB Studio has many limitations as to what can be visually...
New update coming soon 0.18
Game Design
Welcome to the new update 0.18 update batch and bugs fixes, from the last update the game has some significant updates and fixes. The game has been moved over t...
Milestone 6 | Light Mechanics & Engine Upgrades
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Game Design
Hey guys, Donald here. Over the last two months, Comet has made some incredible progress in both game design & tech. In this dev log I want to finally talk to y...
ELEUTHEROMANIA - Devlog 03 - More Progress!
Game Design
Hello everyone, welcome to Devlog #03 On today’s Devlog, I will show guys the main menu, some more animations, and tell you what is the game all about and upc...
DEVLOG - JOURNAL MENU UI AND ART DESIGN
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Game Design
LET'S GOOO Thanks for taking the time to check out this HIGHLY requested devlog for my dark fantasy and horror visual novel Catalyst: Blind Faith. Over the last...
Developmental Edit
Game Design
Hello Cryptids! I'm super excited to finally announce that we've received the developmental edits back from the editor, Jacky Leung, who has worked with other a...
NeuroNet: Mendax Proxy — Humanity In The Machine
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Game Design
I left the office last Friday with a cocktail of emotions. Primarily, I was feeling exhilaration from the announcement of NeuroNet: Mendax Proxy. The reveal of...
Managing the difficulty
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Game Design
As I go deeper into the penultimate stage of Lineon development (which I define as the period in which all the mechanics are down, I just need to guide the damn...
Longplay with developer commentary
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Game Design
I always kinda forget that the devlog section on itch exists. I made a longplay and added some commentary in the form of closed captions. Thought that some of y...
Game controller mapping
Game Design
Previously, on this video: we got the: http://wiki.unity3d.com/index.php?title=Xbox360Controller Now we're figuring out for that. . However, Unity's arrangement...
The game thus far...
Game Design
I've been working on this game for about three months or so now, off and on, picking at a little each day. I'm finding it a joy to create, and the simplicity of...
#9 Camera Kung Fu
Game Design
Welcome to the ninth devlog! (My apologies for the title. It doesn’t mean anything, I just thought it sounded fun.) This time we’re talking about the CAMERA...
Game Design: Improving the arena art while not distracting the player
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Game Design
Hello, fellow Spartans. In light of the newest update of For Sparta (which you can get for Free before the launch here: https://gamecraftstudios.itch.io/for-spa...
1 file — v1.2.0
Menu design - F*ck boring!
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Game Design
I wanted to post an update of what I have been doing today. I made a main menu! Well almost. Its not done and far from it BUT the infrastructure is there! I wan...
Devlog 3 How to: Base Mechanics [Motor Strike: Racing Rampage]
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Game Design
Main Skills: Speed, but careful!: You have to be fast, but be aware the straight lines are the worse place to be the first! You should take advantage of the c...
What is Papeon? Devlog #0
Game Design
Paper Wargame - Rule Book Edition 01
Zyana Spine Animation
Game Design
Not too long ago, we showed you how our second boss was animated in Spine. But now it's time for our heroine Zyana to shine up. As you can see, animating our ch...
Streamlined the start of the game, added two new maps
Game Design
So, I changed what items you find right away in the start of the game (when the player wakes up between the standing stones). It went from being a boomerang bon...
#13 Zones: to drop or not to drop
Game Design
Welcome to the thirteenth devlog! One of the most important aspects of the game I haven’t talked about before, is the “zone”. Every package goes from one...
#4 The Problem of Packages
Game Design
Welcome to the fourth devlog of “Package Party”! Last devlog, I explained (in broad strokes) the delivery system and the corresponding interface. I also str...
Plan to Publicise
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Game Design
I reasked one of my college mate. He heard from lecturer, by 8th meeting of small class the project will be publicised. Isn't it? Okay. I'll take note for it. W...
Adding Juice to Combat in Cattenburg
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Game Design
Spacey3D and Brainoid did a fantastic job at bringing the visuals for Cattenburg together in Ludum Dare 47. We were absolutely ecstatic to earn 3rd place in the...
#14 Players (and how they want to see themselves)
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Game Design
Welcome to the fourteenth devlog! The first weeks of this game’s development, every player was just two cylinders (a body and a huge nose). There was no way t...
Mythforge - Weekly Devlog #6
Game Design
Welcome to the sixth weekly devlog update of Mythforge Wow it's been 6 weeks? Time flies when you have fun... Amirite? Stuff I've worked on in the past week: Cr...
#19 Level 2 – The “catching” mechanic
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Game Design
Welcome to the nineteenth devlog! With level 1 finished, I can finally start work on level 2. In this devlog, I will explain my though process and how I went ab...
Returning with updates (VanHelsing)! (sketches and stuff)
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Game Design
Hello everybody! Sorry for the absense.. I’m working on a project with just "enthusiasm" as payment, so I had to take a break for 4 months, to grind my financ...
Developing for GMTK2020 - Building an Immersive Farming Simulator!
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Game Design
I made a small video about the game making process behind maestrom.exe, a console-controlled farming simulator, including some discussion of tools, programming...
#3 Make delivering great again
Game Design
Welcome to the third devlog of “Package Party”! In the previous devlog, I explained the basics of the terrain and level layouts. With that implemented, we c...
Start
Game Design
Hi, this game is created for Puzzle Jam. Since I really love games created by Nikoli, I've selected Kuromasu. The game is simple and fun, moreover it's fit idea...
Should Athena head back to basics?
Game Design
We’ve been musing over a thing for the last week: Are we overthinking CodeX Athena? See, we’ve added a bunch of features to Athena, but it seems some featur...
Second Game, First Devlog
Game Design
Hey y'all, so this is the first devlog I'll write about the second game I've ever written & released: SWORD. I wanted to put this out there in case anyone is in...
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#20 Better Camera & Better Players
Game Design
Welcome to the twentieth devlog! The past week or so I’ve been making improvements to the camera and player control again, and here I want to explain why and...
Mythforge - Weekly Devlog #12
Game Design
Welcome to the twelfth weekly devlog update of Mythforge I know I'm a little late :) Whops Stuff I've worked on in the past week: Added temporary player armor A...
Ver 1.1 - He is back... one more time.
Game Design
Changelog - 2020-09-15 Game Balance: Hogan Bullet speed reduced from 2.8 to 2.4 Enemy “Duke” health nerfed from 6 to 5. Enemy “Shaggy” health buffed fro...
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How to build 3
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Game Design
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Huge pixelart fantasy tileset
Design Process : Superhero Archetypes Edition
Game Design
Introduction This game has gone through so much change since the first Alpha test back in 2017. It's interesting to look back and put into words the design proc...
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Design Process : Fantasy Archetypes Edition
Game Design
Introduction In this series of posts, we'll be going over the different design decisions that we've made with the game, first focusing on the archetypes we are...
Social/Relationship System
Game Design
The social system will be an important feature of the game. So, here's how the social system works right now and how it is planned to work in future versions: E...
Thank you for 1000+ Downloads!(with new pic)
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Game Design
Hi I am Rice~ First, it’s unbelievable🤯😭❤️ Thank you for the 1000+downloads of ‘Please don’t hate Christmas’!! I have been obsessed with y...
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Brittle Bridges go Kaboom
Game Design
So last night I stayed up way too late implementing a feature my kids have been asking for...ever since I added debris falling from bridges when you walk across...
Mythforge - Weekly Devlog #3
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Game Design
Welcome to the third weekly devlog update of Mythforge Stuff I've worked on the past week: Added effects to impacts to give the feeling of hitting something Add...
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