Devlogs About Game Design Page 28
Just added a better preview of gameplay- I found out that OSX (for some reason) was locking down the interior audio, and forcing it to require the mic to record...
The last few days I've been adding some new areas, but the engine itself being mostly done, did not have to add any new functionality. I know in the next few we...
Sneak Peak into the next Update of Diorama Tower Defense - Tiny Room Tales (aka Tiny Kingdom) Today we have a look at the new art design:...
Before I say anything else, I would just like to say: Thank you. The reception for this small game that I made with a few friends for fun has been absolutely am...
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Agar modifier introduced 🎮: Premiere: 22 September. Wishlist Now!...
Welcome to the seventh devlog! Now that the game doesn’t lag anymore – at least, not with my small and basic level 1 terrain – we can start iterating on t...
Greetings, I want to talk with you in a bit more detail about what is planned for the main Farlanders game in comparison to the Farlanders: Prologue. Usually, w...
During the development of the flower update, I had to learn a ton of new 3D modeling techniques in a short amount of time. Here's a showcase of what I learned:...
Posting this here after sharing on both Reddit and BGG Six months ago I decided I needed an at-home project. I hadn’t been doing much, work was slow, I needed...
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I updated the game, I fixed some misspelling errors and add an Intro to the game. Also I made some small changes to the first level for better experience. In g...
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It's been a while but we have made some good progress on things behind the scenes. The game now supports: Health system Stamina system Hud log Compass Interacti...
This fifth devlog introduces two new scenarios, to gradually teach the player about all new complexity and minimize frustration and boredom, and showcases the n...
The latest release (1.3.0) of SnakeLike includes automatic highlights/shadows for the on-screen blocks. Technical details: My initial idea was to paint variatio...
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Worked some more on the light shafts coming in from underground- I made it so there are two layers of them now, each running at a slightly different speed (but...
Welcome to the eleventh devlog! One of the major components I still had to create for level 1, was the level environment. Until now, the level was just “float...
IT'S JAM TIME! After a hot day discussing our new theme " DISSATISFACTION ", as well as joining WeeklyGameJam theme, " Café ", we came up with a tasty concept...
Welcome to the sixteenth devlog! The title of this devlog says it all, so let’s just get started without any introduction. The campaign Over these previous...
Hello, Lead FX artists here! In this devlog we will be focusing on the visual side of the magic system. In Sigil we utilised both the Niagra FX system as well a...
Welcome to the fifth devlog of “Package Party”! What do we have so far? A very simple terrain to walk on, a player that can pick up and drop packages, and r...
I’ve added new pages to the rules about dying (which i think really flesh out the world and loop), and also a page about alt game modes. I think it’s a good...
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Welcome to the twelfth devlog! The main attraction of level 1 is a huge crane, holding a platform hanging from a rope/chain. You can jump into the platform to m...
One of the core mechanics of Anxiety of Alina - besides swinging your flashlight like a saber :D - is her surely depleting Courage. It's basically her Health Ba...
Henlo! thats a long time I didn’t revisit this asset pack, I was wondering if can be cool making it 16px tiles update, and also a totally new fresh gamemaker...
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Welcome to the fifth weekly devlog update of Mythforge Stuff I've worked on in the past week: Changed the lighting setup of Lordenfel Worked on interactable fol...
It always seems inevitable that every game, project, or task has 'crunch' time. Many people always talk about estimate a project lengths and then adding 50% int...
Hello, Welcome to the first update on GLIDE in a long while! This post is a preview of the work I'm currently doing for GLIDE - Part Two, a full expansion of th...
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I think it’s safe to say that things have been slightly quiet in terms of updates. I’ve been working on rewriting First Year and planning Second Year. I thi...
Recently, I've received a whole lot of great feedback regarding what we've done wrong about our game. There is so much that we did not realize until someone poi...
Welcome to the eighth devlog! This time, I want to explain a certain workflow I’ve adopted that greatly improves in-game performance AND my work speed/efficie...
The first prototype is ready. I've got the problems generator and the core gameplay. It's official, you can solve the puzzle and get a pretty message in the con...
Truth be told, I had no idea what kind of a soundscape we should have for the game when we first started drafting a design. In the back of my head, I was thinki...
Fun fact: I had made some different sprites for the game, before remaking them into the ones we now know and love today... Here are a few examples: (left is bef...
Since the start of Chaotic Era , we’ve always had a distinct vision for the project: We wanted to make a game that felt like you were legitimately using a com...
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This development log will address what was my intention at the beginning of the Lineon project, how I approached this intent and where is Lineon currently at. I...
(An excerpt from the game's artist Theresa Kao) BRAINSTORM Since Max (the game engineer) already had the outline of the game completed when he approached me, I...
Hullo, I usually write these on Sundays, but the past week has been REAL productive and busy on a number of fronts. I'll def try to keep folks updated every cou...
Often times in game design, you miss the small things like 'how high does the player jump' and designing the tutorial of the game Each face 10x10 - Keep in min...
Wow, time really does fly! I hope fans of Nim are not feeling left out while Wonderland Nights has gotten all the love with the Chinese release last month. But...
Welcome to the tenth devlog! As I am playing and testing the game even more, I keep finding small ways to make the delivery system more fun to use. Delivery P...
Support Cards are the game's way of allowing the players to transform the state of the board. There is always going to be an element of RNG when drawing cards i...
Hey guys, We recently invited Kirill (or Xmenekai) to join Team Comet as our level & cutscene artist, but he’s honestly been a bit of an unofficial team membe...
I finally completed the migration of all the old discovery script files to the new mod system. For this I had to add support for a bunch of new expression types...
Hello! I'm the creator of War of Existence, for those passing by, I wanted to let you know that I am still very active in the development of this game, it's bee...
I've never dev blogged any of my games or jams in progress. I've been nervous about doing that for various reasons, but I'll give it a go with this project. Thi...
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You reach out - I deliver! A commenter asked for a zip file with all the bookmarks combined - and reading the request I thought to myself: why haven't I thought...
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Welcome to the first weekly devlog update of Mythforge Stuff I've worked on the past week: Adding the Twinsword weapon type with the animations Figuring out how...
Imagine a world in which King Arthur, Fionn Mac Cumhaill, Vainamoinen, the Golem under the Old New Synagogue, and anyone else who got hit with the Jesus Imagery...
Now we had been talked about first 3 shape this SHanpe has. today we have new special, meta shape, only accessible by special event. introducing... EEK SERKAT!...
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