Devlogs About Game Design Page 29
The camera is one of the most important aspects of any videogame, since is the first feedback the player receives from his inputs, through the keyboard or a gam...
Last post, our programmer César share with us all his experience about building a videogame, now we are glad to show you all his work and advances in the level...
Consider the following scenario: You’ve exited your kitchen into the western end of the long hallway that connects the various rooms of your apartment. A mug...
Hello! This devlog is going to be talking about the design process of our ranged coconut enemy, Jeremi. Jeremi went through many design changes during the conce...
Yes it’s another pun. But we think we’ve scored a real good one here. Okay, okay we’ll hold off on any more puns for the rest of this update. There’s no...
Hi there! I’m going to highlight something that I think turned out pretty well with BURNOUT: the Fade check mechanic, which is the “primary” mechanical sy...
I've finally made this page! I think it should've been done a long time ago, but I just got privy to how nice itch.io is with this stuff. I am not too good at r...
During the creation of Hive Quest I have had to create basic RTS mechanics that will promote sustained player enthusiasm and provide tension during the game pla...
I set out to make this game "on my own" but that doesn't mean I did everything myself. I hope you will enjoy the credits in the game, but I also wanted to post...
One of the nice thing about TileD is it's versatility through simplicity. It doesn't try and tell you how to build your levels or designs, it doesn't give you a...
So I have to move the project from the "shmup" origins it currently Is to something much more near and dear to my heart: Hack and slash, puzzle, RPG. I will sti...
This is a build that showcases the unique UI solution I was exploring when I was experimenting with this game concept back in 2016...
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Hi, I added several game modes to the game. Normal mode is the standard game mode as it is already in the game, no life limit and normal speed. Hard mode me...
Each new area of the game I try and do at least two to three new enemies that are completely unique to that area. I try and give them unique strategies, somethi...
I can finally says this, we are close to releasing the first public beta! Over the project's development, I've experimented with many game mechanics, seeing wha...
Now the game shows how many moves you've made versus how many moves you can complete the level. Helping the player to visualize if their solution is the best on...
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The jam hadn't quite started yet, we still had about a week before the clock started ticking. But of course, our minds were buzzing with ideas and excitement. T...
GB Compo 21 had started, and we were ready to spend the next three months feverishly scrambling to plan out and manifest what we thought would be achievable in...
Progress on my new Indie Horror project, a Stranger Things themed game inspired my Amnesia: Rebirth and SOMA. I started on this back in September, a playable de...
How Glory Hunters Was Made, Part 1: Imagining the Experience I’ve always seen a game designer as someone who creates experiences. The designer is the one who...
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Some Background For the longest time I have been working on another game called The Wishgranter. It's a pixelart top-down action roguelike focusing on deep sati...
Не секрет, что описанные в НРИ игровые процессы разными людьми воспринимаются по-разно...
In this third devlog a lot of related new features are introduced, allowing for a lot more niches and richer ecosystems:...
Howdy brave KILLSPIRACY theorist I wanted to share the progress being made on the next update and some design decisions due to that. First up is the fact that t...
The Soldat 1 movement inspired many games including N and was analyzed in the book "Game Feel" by Steve Swink. I'm happy to have recreated it in Soldat 2 and ex...
It was sitting right there. We had to take it. How could we not? It was just so cute. Also, we made a pun. So we’ve got a new character to show you. And it’...
With HorrorVale releasing in only a little over a day now, I can't help but think about the long journey that led up to this point, and I felt the need to talk...
This post was originally published for free on my Patreon. Please consider subscribing if you enjoy it! Also, heads up if you’re worried about spoilers for Fa...
I will do my best to explain my journey in making the puzzle mechanics for Crystalline Fission, but it certainly helps if you've tried the game demo out for you...
Hey folks! If you've played the Losing Charge Prototype we'd really appreciate if you'd fill out this survey: https://forms.gle/y1xAbnGWcuLzNuA8A If you haven't...
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The inspiration of the A.I. system for CodeX Athena actually came from Capcom’s classic side-scroller Magic Sword. This game would’ve been just a normal hac...
That's right, another day of tweaks. Most fixing small bugs I'd known about, had a plan to fix, and so I could just type it in, test it and go. The fixes worked...
Do you remember Kisin gameplay? If not, we remember you that the core gameplay of Kisin is the Color Scheme, in which you have to hit the enemies with the same...
Hi there! Thanks for taking a minute to check out this devlog. I recently finished deep continuity edits and review on my entire, very branching, very complex d...
Hello, Raymond here. For the last little while, I've had my hands full with polishing Gabi's movement, revamping the combat, improving the art direction and eng...
With EverCrawl I wanted to keep everything simple and that included the enemies. I wanted it to be relatively easy for me to add new enemies without having to s...
We’re talking a hot button issue within VR development this week - user interfaces. Do you need one? If so what's in it, how's it look, how physical are the i...
Hi all, how's it going? Lately I've been gardening and learning about Missouri native plants, as well as bird, squirrel, and chipmunk watching in my yard, so I...
Hello, everyone! Writing and development of Second Year are now underway, and I thought I would share a few sneak-peeks into what’s going on. These stories us...
STU, the first AI was always planned to take place inside the digital world. Similar to the Grid in Tron, STU and Bit exist in a world called the Stack. The Sta...
Caz here! Posting the first devlog for this game... but well, nobody's gonna see this because our page is still on admins only LOL One day to prototype release!...
El juego ya cuenta con una fusión de cambio de idioma ya está disponible la opción de cambiar entre Inglés y Español...
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To deal with people making inappropriate edits to other people's work we've added a "report" button to the rating UI for finished paintings. If a finished paint...
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18XX Dreams is about dreamers pursuing in the Dreams what is unreachable in the Awaken In here I've disclaimed my current game design process. I'll use that as...
We’re not leaving things to chance with A Giant Problem. Everything’s on you. Not on you on you, but it is based on your skills. Or lack thereof. Chance and...
Been working on some ominous and ambient smoke effects for the main menu builds just testing some things out and seeing what works...
As I’m preparing the Steam page for Eniko: Ghosts of Grace for launch and sharing the game on more forums and platforms, it forced me to look at my game from...
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