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Devlogs About Game Design Page 49

How to make a wacky background
Game Design
Quick confession: The Funny Boneyard is my first bigger game development project. That means a lot of rolling with the punches, learning stuff as I go along and...
NaNoRenO2020 - Week 5 Devlog
3
Game Design
Week 1 | Week 2 | Week 3 | Week 4 | Week 5 (You Are Here) "There's something about looking up at tree branches that allows me to feel that I am really he...
Designer Notes (Blog Post)
1
Game Design
Development debrief and future plans: https://viridianscroll.blogspot.com/2019/09/lords-of-mars-debrief.html ...
Make your Itch page more awesome with my guide.
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3
Game Design
Hello. I've made several great mistakes with my game project in the past, and I want for you to not have the same setbacks that I did. I was going to make this...
The Project so Far
Game Design
Mostly an art/background info dump, first time using itch.io. The game is planned to be a boss rush with intermissions of environmental storytelling between fig...
Devlog Week 3
5
Game Design
Previous weekly devlog: Week 2 This week, we've been making a lot of process with Last Meal at Cafe Mori: The art assets for the food items in the game are don...
NaNoRenO2020 - Week 2 Devlog
3
Game Design
Welcome to week 2 of the ongoing development of my upcoming game, Dear Devere . Week 1's developer blog can be read here . "The gods know what the final score o...
Balancing Dark-Side Players
Game Design
The other day we did a test with 8 players. Most of them new to the game. It didn't take long for it to devolve into a dark-side game with drivers abandoning...
Track Design has Begun!!!!!!!
Game Design
Previously, in the era when my typing callouses were just a little bit smaller, we had only a test track: a plain piece of evolving art that I kept moving walls...
Fixed Bugs and Updated Project Picture
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Game Design
Fixed bugs and added vent sound...
1 file
Among Us: Single Player (Fangame)
Griff is back!
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2
Game Design
Happy Halloween! It's been a slow process making a full switch to Unity, learning the engine and advancing the game's aesthetics, I'm glad that Griff has reach...
2 files
Going to make more game dev updates
Game Design
Maps are going super well, i got the main outdoors tileset set up and it works beautifully! (not going to show, as i want it to be a nice surprise to see the ma...
Thanks a lot for your feedback!
1
Game Design
Hey there everyone!!! I'm really happy with all these views and download numbers! I honestly didn't expected it, i really posted here because i thought it would...
1 file
Dev Diary episode 24: Pacing and Punchlines
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Game Design
Ricochet a bullet to shoot yourself before time runs out! Very wholesome entertainment!
Chapter 2 Sneak Peek #110: Internal Testing the Game, Part 3
1
Game Design
Hello and welcome to another sneak peek of Alchemica - Chapter 2 . We are still hot on your heels doing testing the game's update. Testing is now moving on to c...
Happy 1st Birthday Indiemaker!
1
Game Design
This August, Indiemaker celebrates it's first birthday! To celebrate I thought, why not release a public demo and start a devlog? I started making it by myself...
A Blush Game
Game Design
This game was a bit of a challenge to write, if only because I found myself blushing from what I was implying in text. Waiting for feedback to see if it needs...
1 file
Devlog #2 : Art Style
Game Design
Hello again everyone! :D Today I wanted to talk to you about an art style for Wreckin' Ball Adventure. On the one hand, I hate to work on a new art style, but o...
Last Update v.0.0.5
Game Design
Latest update of Idol Trainer, I apologize, but I have no strength, motivation or ideas to continue developing this project...
3 files
Everything's Design 2: Underwritten
Game Design
If I'm being a 100% honest, I genuinely believe the vast majority of TTRPGs are overwritten. Specially if we talk about traditional TTRPGs, and specially specia...
Devlog 2 - Mechanically Speaking
Game Design
Hi, hello, welcome! Day 2 is over so let's look at some more progress on my entry for the Game Dev Fanatics Jam. Yesterday I ended up with grid based movement...
Dev Diary episode 16: Life Hacks
Game Design
Aid Trilby the master thief on a series of heists by mashing your keyboard in imitation of cliched movie hacking.
Dev Diary episode 15: Casey Joint
Game Design
1 file
Aid Trilby the master thief on a series of heists by mashing your keyboard in imitation of cliched movie hacking.
Art Updates
Game Design
@stepepson has been doing amazing work updating the art. We have a new portrait for Stella and some some really nice looks dialogue boxes. And @Drew-Lo has been...
Rogue Night (0.2.5a)
Game Design
This update fixes some game breaking bugs and adds quality of life improvements. ====================== CHANGELOG - v0.2.5a ====================== =============...
1 file
July 2023 Dev Update - Puzzles!
Game Design
Memory’s Reach is a metroidvania that focuses on exploration and puzzle gameplay. This is a game that you can take at your own pace and really dig into the me...
Weapon DevLog (Multiplayer)
Game Design
Hello! i'm excited to talk about this new update. First of all i want to thank to everyone who is supporting our project via facebook,linkedin,twitter,discord o...
From One Full Moon To The Next
2
Game Design
Happy full moon! You probably didn't sleep at all last night. I didn't. This is a big full moon for me because the next full moon will be the release of Ritual...
Le Mans starts!
Game Design
The Le Mans start feature has now been added to the game. This was planned for two reasons: (1) it's cool, and (2) it introduces new players to the controls an...
Stare Into The Abyss: Post Halloween Review
Game Design
HOW IT STARTED: From Riven to Abyss Abyss was started on the 26th anniversary of Myst, a very important series that inspired me hugely to get into making my own...
Power Plant Performance Report
1
Game Design
Improved graphics: brighter lighting, sharper textures, more variety among trees. Consided the request of our vk-sub: now if you hover on the button with the me...
The player can now dig tunnels! (v0.2)
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1
Game Design
The player can now dig tunnels! For this purpose a new collectible item called "drill" was introduced which enables the player to remove one wall element by bum...
1 file
Copy Click Paste - A game made for the BTP Game Jam
1
Game Design
Copy Click Paste is a platformer where you BUILD by copying and pasting platforms! The game was made for The Blackthornprod Game Jam in 1 Week , the theme...
1 file
04: Updated progression & a Twitter bot!
Game Design
I've run the first playtest of Fake Illusions among some of my friends and family, and I was able to gather some interesting results. Most importantly, few play...
Chapter 2 Sneak Peek #95: Main Story Progress, Part 4
Game Design
Hello and welcome to another sneak peek of Alchemica - Chapter 2 ! A little update since the last sneak peek is that we are very close in completing the codes...
L'amore ha l'amore come solo argomento
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2
Game Design
Perché l’uso di due impulsi di categoria Amore conduce sempre a un pareggio? Non sarebbe più appropriato far sì che uno “scontro” del genere produca pi...
On story and related literature
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Game Design
"...the emperor neglected the world from that moment..." (Bai Juyi) The major pieces of literature referenced in this visual novel are Bai Juyi's poetry and the...
Weekly Devlog #8 - Game Mechanics
Game Design
Hi boys and girls, Here’s another video update. This time I talk about the game mechanics that have been implemented in the game. It also includes some news a...
Report!
3
Game Design
Now, You can...... SELF REPORT! yay...
Among Us: Single Player (Fangame)
Two Steps Forward, One Step Back
5
Game Design
Introduction The title of this post refers to an expression of something I encountered in CD-i development quite a few times so far. I’d make progress on a fe...
Side Project: Runner P
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Game Design
It's been a while since I've posted any updates so I wanted to explain what's been going on. Last week, I published the game I've been working on for about 4 mo...
Captain's Log: Sprint 1 Review (1/29/19 - 2/8/19)
Game Design
This, as our first sprint, was ultimately successful despite a few speed bumps we had throughout. The main goal of this sprint was to begin laying down the foun...
Version 0.3.8 Released
Game Design
Features or content? That is a tough question at times when choosing what to work on next. This time, I chose features since many features that should make th...
4 files — 0.3.8
Dungeon crawls and simple pleasures
Game Design
People play games for a variety of reasons. Exploring a virtual world brought to life; taking part in an interactive story; sharpening skills such as reasoning...
An Invitation to Invention
1
Game Design
This week's blog post is going to be all about the crafting system and it's nuances, although this may all be subject to change depending on how it feels throug...
#07: Design iteration: player movement
Game Design
This post was originally written in February 2019. At the time the game was still called Hook, Line and Thinker In this game all you do is move and reel back in...
Scheming After Christmas
1
Game Design
After spending the holidays with family and friends, I got back to putting the finishing touches on Schemer. This week was spent adding new math procedures to...
Chapter 2 Sneak Peek #112: Internal Testing the Game, Part 5
Game Design
Hello and welcome to another sneak peek of Alchemica - Chapter 2 . Time sure flies fast, and here we are posting our last post for 2021. We have achieved much t...
Balancing RPG Combat with Distinct Spells
Game Design
Hi Everyone, Following the release of the game I’ve decided to write a few blogs about the concepts I used to design Wonder Robot D and share how I’ve appli...
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