Devlogs About Game Design Page 4
Back again with a bunch of Comet development updates. @drew has put in a bunch of work since we last checked in. A big focus this month was making the critical...
The integration process continues. This week I mostly worked on the integration of event mods and event generators into the simulation. For that I tried to repu...
-Recast - casts the spell a second time (effectively doing double damage) ^ Notice how the second time “Fracture” is cast, it shoots twice -Redeck - returns...
I got a nice thorough round of user testing, which is such a great and useful experience! A lot of the feedback was very helpful and I've pushed a new build tha...
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The work on event generators is basically done and I created a basic unit test to validate that event mods are loaded and that event generators are properly cre...
Hello Earth-Dwellers! This week we are introducing another crew-favorite character from this deep sea adventure! We don't really have a name for it yet, but ca...
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This weekend was a slower than usual, but I managed to to fix a bug that has been annoying me for a while. Sometimes, unpopulated pieces of land that weren't ad...
Hi!! Just a big ol list of things I've been working on. Sorry if my thoughts are a bit disorganized or unclear! Please feel free to drop in the comments + ask m...
Summer Summary My last development blog entry was posted on 3 of July. That’s quite a while. The main topic of that entry covered my struggles against the evi...
This weekend I have been mostly spending time thinking and writing event modding design documents. I still managed to write quite a bit of code but nothing I ca...
To create the Dystopicon room we wanted to use the door as a vanishing point. It is the place that the player looks at and the central axis of the composition...
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Hello! On this post, I will write about something very important that we have been working on for a long time: the map of New Wenders! We're not Bethesda, so we...
A lot of people have been asking us, when will there be more levels? Well, instead of just saying, how about we show you what went into the next three levels, t...
Twitter - Facebook - Steam Wishlist We’re well into August already and it seems like the summer is flying by! This month had a wide variety of activities...
Hi everyone! A quick little update on the progress of the full version of Sizeable! I've been working on a new level this weekend, a space level! Here is a gif...
I still have a ways to go to hit the look I want out of Auto Fire. All my visual assets so far are bought from the Unity Asset Store, or made by me (and I am no...
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Hey everyone, Paul already told you something about our future plans last time, I would love to share something I have worked on the past week! With the start...
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Hi everyone, Just wanted to post some videos of new levels for the full version of Sizeable. I know not everyone follows me on twitter, so here you go!...
Heya Gamers, Earth Dwellers, Adventures! While the world is recuperating from a contagion, we gamers and developers had been doing our part to #StayAtHome crunc...
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R esearch Interviews We're looking for POC who grew up in Ireland or spent part of their youth here, to talk with us for about 45m to 60m, and share their exper...
Headliner: NoviNews puts the player in the shoes of a national news editor, deciding which articles get published every day, and watching as the world around re...
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Fast-action twin-stick shooters can be made much more enjoyable with aim assist. Aim assist is used to detect a target in a narrow search area, and then adjust...
As I mentioned last week, I'm currently on a weeklong vacation trip. Though I knew there would be quite a bit of time during the trip where I would have nothing...
This is the mx2 source code for VivaMortis. MX2 is a fork of the monkey2 programming language. There are a number of support file not included (sound and graph...
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Hi all, I’ve recorded a new video update! This one talks about the interface changes I’ve been working on recently, and how they are effectively a detective...
There was a brief time in the 80s when 3 game consoles coexisted on the market, the Atari 2600, the Odyssey and the Intellivision II.The later, when I first met...
We're neck-deep in updating the chatting interface for the new We should talk , and we're really excited to share it with you! Check these smooth bubbles out: W...
Hello! This week I've spent some time working on a crucial part of the game: Flashbacks! The flashbacks hold some very important story moments, and they have a...
Tri Shot - doublecasts when Trinity is charged. Added a new mechanic to the game called Trinity . After 3 stacks of it are charged (by casting spells) a spec...
I do really like roguelikes and roguelites. It actually doesn’t matter if it is a classic turn-based rougelike, a 2D platformer, a top-down dungeon crawler, a...
Hi folks! I am striving to find a good, additional game mechanic to deepen the gameplay in battles, e.g. adding more "live" or "awareness" for the player to enj...
Finally, we are ready to publish the results of our work at the moment: The script of the common route is almost written, it remains to complete one important...
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We talk about how we design and write for our game Luckless Seven and give a short update on what's new! More Gifs below! Hi there! Tyler here. Hope your week i...
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We've experienced that the size of sprites in the game is of great importance to the project. Graphics based on the size of the field 8x8 pixels and graphics ba...
Have you tried Hero Express yet? If so you probably know the game power-ups, but let's introduce them anyway. The Jumper , a powerup that allows the player to...
This weekend was spent trying to fix all of the issues with saving and loading worlds and I think I fixed most of them. At this moment it is possible to save a...
Hi there! After taking a break last week for the Defaction announcement, we're back with a regular devlog. But before we get to the "dev" part, there are a fe...
We were so excited to share the Crimson Spires demo with the public this week! At this point in our development, the game is approximately half complete. A lo...
Hi everyone! I've just completed the Demon's Hymn 2 release trailer, and I thought I'd share that along with some of my thoughts about the game's development. P...
Last week, on June 11th, the new & improved version of Fireside made first contact with its players. This was an exciting moment for us as developers since it w...
I recently posted a video on my twitter of the new Medieval themed level for the full release of Sizeable! I thought I would share some screenshots on here aswe...
The most important thing in a good graphic adventure is, of course, the dialogues and story. When designing Duck in Town interaction system, we had clear what f...
I’ve been working on quite an exciting new feature for Shadows this month: Procedurally generated ventilation shafts! If you don’t play many games then that...
- Spell enhancements prototype I've played lots of games with randomly generated loot with "modifiers", where different a Sword might drop as a Sword of Burning...
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We went into The Wyrd of Stromgard as total newbies- to both project management and game design at this scale. I’d like to say that the process was one logi...
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Progress has gone fairly well during the month of March! Most of the work done was more in the behind-the-scenes part of the engine, so I haven't been updating...
Hello fellow Earthlings! This weekend we're sharing a new mechanic that we have implemented in the game. This 'Dash' mechanic will accompany the player experi...
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Hello fellow Surface-Dwellers! Starting this year of with a bang 🙃 Introducing one of our favorite creature in the game - the Stargazer. This species of dee...
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Hey peeps! It has been amazing watching so many people play Godstone, I am truly astounded! Some of the best stuff has by far been the awesome videos you guys h...
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