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Devlogs About Game Design Page 29

Camera Transitions by César Canto (Programmer)
Game Design
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...
Level development 2
Game Design
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...
Level Design in Somnipathy: The Hallway is Dangerous
4
Game Design
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...
Devlog Update 2.3: Enemy Design Process
Game Design
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...
Some Points In Our Favor
Game Design
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...
Design notes: The Fading Step
3
Game Design
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...
12 March 00:30
1
2
Game Design
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...
How I implemented strategy into my RTS adventure
2
Game Design
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...
Credits
1
Game Design
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...
Brief talk about how I'm using TileD
Game Design
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...
From shmup to slash | How its going!
Game Design
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...
Exploring UI in Seed of Life
Game Design
This is a build that showcases the unique UI solution I was exploring when I was experimenting with this game concept back in 2016...
1 file
Different modes and level improvements
Game Design
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...
Enemies, enemies, enemies
Game Design
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...
The roadmap
4
13
Game Design
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...
Show moves
Game Design
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...
1 file
Devlog 2: Research & Prep
1
11
Game Design
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...
Devlog 3: Planning Unearthed
13
Game Design
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 new Horror Project!
Game Design
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...
Making Glory Hunters Part 1: Imagining the Experience
1
8
Game Design
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...
2 files
Designing EverCrawl : The Concept
2
Game Design
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...
Путевая идеология
2
Game Design
Не секрет, что описанные в НРИ игровые процессы разными людьми воспринимаются по-разно...
Video devlog 3/6: small carnivores can now eat the eggs of giant herbivores
1
Game Design
In this third devlog a lot of related new features are introduced, allowing for a lot more niches and richer ecosystems:...
KILLSPIRACY TV - Rat in a maze editor DevLog.
1
Game Design
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...
Soldat Movement
Game Design
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...
Hedgehogging Our Bets
Game Design
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’...
Rambling - The HorrorVale Journey
1
9
Game Design
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...
Why I Prefer Fixed Characters: Fallout & Cyberpunk 2077 vs. Geralt of Rivia
1
Game Design
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...
Puzzling Puzzle Mechanics
Game Design
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...
Survey
Game Design
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...
1 file
Athena A.I. system origins
Game Design
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...
A second day of tweaking...
Game Design
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...
First level gameplay
Game Design
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...
DEVLOG - Flowchart insanity (and why it massively helped me with extensive edits this month!)
6
14
Game Design
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...
Designing Characters With Soul | Project Feline Devlog
3
Game Design
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...
Designing EverCrawl : Enemies
1
Game Design
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...
Button Up And Strap In
Game Design
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...
What's next? - Prototypes and cross-platform game engine
1
Game Design
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...
DEB:AUC - Development of Second Year
Game Design
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...
Why I'm using 2.5d Graphics
1
Game Design
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...
DevLog 1! 1 day to demo release
Game Design
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!...
Taidon v0. 8.5
Game Design
El juego ya cuenta con una fusión de cambio de idioma ya está disponible la opción de cambiar entre Inglés y Español...
1 file
New Report Button
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2
Game Design
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...
3 files
Design Diary for 18XX Dreams
1
Game Design
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...
Damage Control
Game Design
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...
Quentin DevLog02: Main Menu Build - Ghost Knight
Game Design
Been working on some ominous and ambient smoke effects for the main menu builds just testing some things out and seeing what works...
Why I think you should play my indie rpg – defining the Unique Selling Points of my game
1
Game Design
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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