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Devlogs About Game Design Page 5

Dev Diary #2 - Dive
9
Game Design
Fellow Dreamers! Last week, I shared about a slice of process that goes into designing an environment in SAMUDRA. This week I’m here to talk a little more abo...
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VERGER: throwing shaders
2
Game Design
Now that I've introduced VERGER, my hope for this devlog is to do a series of semi-technical design and development posts. I am very much self-taught in this w...
UI, Communication And Usability
2
3
Game Design
Hello everyone! I have been working on the main user interface (UI) for Crumbling World . UI is an essential part of any game, as it is one of the main tools t...
Final release!
2
Game Design
Finally we have been able to review all the texts and solve the most important bugs: In addition, various details have been added, such as changing the role of...
5 files
New Year Dev Thoughts & Plan
1
Game Design
Hey guys! It's been a heck of a long time since I've posted here. The game's not dead or anything, and I've mostly posted occasional progress updates on my Twi...
Mountain WIP 01
2
5
Game Design
Just throwing a few low-poly rocks together and walking around! I figured after about a year of tech discussion, my followers would want to see some ARTWORK fin...
Small steps for a better game: How I'm trying to create good gunplay and AI?
8
Game Design
Actually I'm almost done with the first weapon in the NeonCode sequel. Now I'm making smaller steps as I done with the first episode. So, thats why I'm working...
Inspiration of Netherguild
1
Game Design
The inspiration behind Netherguild After launching an early alpha demo , I wanted to write an article about different games and media that inspired my developm...
Devlog #44 - Soundtrack Development: Themes Pt. 1
5
Game Design
Hi! After the post about the functional planning of the music in //TODO: today two weeks ago, today's devlog will go into more detail on how all the tracks ar...
DD 10 Improving processes
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3
Game Design
A new crew member reports for duty! Hi, I'm Ksawery and I've joined the team as a producer. Time for a quick rundown on the project! DEVELOPMENT We are finishin...
Game Design & Postmortem
1
Game Design
This post was originally written in Chinese Summary Stop Eating is an action puzzle game inspired by Invisible, Inc. and its designer’s GDC talk . In the gam...
The Four Prototypes
2
Game Design
Hello everyone! The game has been in development for some time, almost two years now. During that time we developed four prototypes, which you can see below. It...
Let’s work, comrades!
6
Game Design
Working on the game we have to overcome many difficulties and work out the most comfortable schedule. Not everything is smooth, something is done reluctantly (l...
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Return Devlog 03 - Iteration on Level Art
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4
Game Design
Introduction The decision to completely start from scratch when designing the art for sections in your game can be a great process for growth and learning. In t...
Godstone dev log 14: Alakai Concept
Game Design
Hello there! For this devlog, I am going to introduce the concepts behind Alakai, the new miniboss that will be added to the game for version 0.3! Alakai appear...
WIP screenshots!
6
Game Design
So I haven't posted anything in a while sorry! There have been a few deadlines I had to prioritize. As a compensation for the lack of updates are some screensho...
Procedural Level Generation with Rooms
1
Game Design
Create randomized levels with prefabricated rooms is a great way to increase replayability and is often found in what is known as the Rogue-like/lite genre. Giv...
Early design of everforward
7
Game Design
Protoform was the original title of our game; we started with the goal of creating a pure puzzle game, and from the get go, we worked extremely hard to make our...
Watch our developer walkthrough for AQUAMARINE's Kickstarter demo 💻💬👀
2
Game Design
For about 40 minutes, Aquamarine 's director and lead designer plays through the Kickstarter demo, narrating it all with behind-the-scenes commentary, tips, tri...
Video: Creating an FPS level from notebook scratch to prototype (Part 1)
6
Game Design
I worked on the mine caves level in the last few days. The story will be kinda, you will go dow to fix something, the whole place will be much better lightid at...
Check out the prototype version of "How Do You Know Mr. Blue?"!
1
Game Design
Here's some interesting tidbits from the game development. While the demo of "How Do You Know Mr. Blue?" is available to download on Gamejolt now, the game star...
Delays, Drafts and Deadlines
Game Design
Hello everyone! There's been a HUGE influx of people from Twitter for some unknown reason (thanks Terry! <3), and I haven't updated the mod in a while, so figu...
Dev Diary #23 - Never blow away your dreams
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4
Game Design
Hello fellow Earth-dwellers, We swim against the current to achieve our goals, but sometimes you just got to go with the flow ~ This scene reveals a mechanic th...
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Weekly Update #10 - Assassinate
Game Design
Assassinate mechanic Every time the spell gets a kill, it automatically gets recasted, allowing the player to chain kills if they reposition quickly enough and...
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Level Transition
4
Game Design
Hi there, it's been a while since I've updated ZOE as I've had a little break from development to explore some other ideas, but I couldn't resist getting back i...
2 files
It Will Find You - Devlog 2 (Taking the next step with Captive Audience)
1
Game Design
Hey Folks, So it's time for the second weekly Devlog, and today I thought I would discuss what happened between Captive Audience and the creation of It Will Fin...
VERGER: balancing, beasts, & bugs
3
Game Design
Hey! Been a while. As it is with part-time projects, I've had to juggle working on VERGER with lots of other life stuff. Luckily, I'm back on track to bring a...
Developer Update #1
1
Game Design
With the Launch of Chaddius Maximus on Itch.io, you overwhelmed the entire team with enthusiastic engagement and feedback. As to be expected, you all found some...
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Internal Look at Creating a Mission System
2
Game Design
So I started to create a mission system so I can start adding story elements to the game. Mission data needs to be saved so you don't lose progress when you lea...
Godstone Devlog 23: Inside version 0.5
2
Game Design
Hey you guys! It has been a while since I returned to work on Godstone, and I want to let you in on some of the progress that has been made so far for version...
Weekly Update #7 - UI
1
Game Design
My career is UI design so I put some of that to work this week! I created some early versions of the controls and settings UI. I’m a huge fan of simple user i...
Archers And Character Controller
1
Game Design
Hello everyone! Over the past week, I have been working on two new and exciting updates to my soon-to-be-released game, Crumbling World . These updates will in...
What will be in the next update?
4
Game Design
What will be in the next version? I'm working on expanding the open world to support about 20 caves and 5-6 open world puzzles Tube rotator mechanism Three new...
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Jump And Grab Edge System
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2
Game Design
Since the last update, I have been working on the Jump and Grab Edge System for Crumbling World. After playing through the game myself, it dawned on me that the...
Health And Vitality System
1
Game Design
Hello everyone! For this weeks update, I added something that is essential for gameplay: balancing the game’s difficulty level in a way that makes the experie...
Weekly Update #46 - Localization Complete!
3
Game Design
This week I finished up localization infrastructure. The nice team at Maple Whispering finished all the translations for the demo. It was a very interesting exp...
VERGER: ruminations on generation
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3
Game Design
When I started work on VERGER, the term "procgen" still mostly eluded me. I knew people made games like Dwarf Fortress and Caves of Qud (which I absolutely love...
Demons Never Lie - New escene designs
2
Game Design
Hi everyone! Here you are some scenes from Chapter One & Two that I've redesigned. I'm improving lighting, cameras, post-producction and backgrounds to make the...
EYSIR - Monthly Log 03
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2
Game Design
April has gone by rather quickly. Being cooped up inside with little else to do certainly helps speed up development. This month was mostly map design and getti...
Old and new art
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1
Game Design
I was looking through the old art, back when I started this game around February. The engine was still coming along, and I was working out what it was going to...
Jori explores how Spelunky brought her back to her retro roots and inspired the intense action platformer CreatorCrate
2
Game Design
I wrote an article that explores how Spelunky inspired me to start development on CreatorCrate. It goes a lot of fun places, and I talk about how games changed...
June 2022 Progress Report - One, Two, Three, Four....
7
Game Design
Hello, and welcome to the June 2022 Progress Report. Before we get started, if you haven't already, we recommend reading this Development Blog post that we put...
October 2022 Progress Report - Run and Hide
4
Game Design
This one's a bit late, isn't it? Let's get right into it! Before we get into the HorrorVale work done during October, let's first go over some of the fun stuff...
Optimizing Crumbling World
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2
Game Design
Hello everyone! Before taking a brief vacation, I was working on a promising improvement that has the potential to optimize the performance of Crumbling World...
Devlog 07
1
Game Design
I've been so deep into my work I've genuinely forgotten to do the devlog up until the last minute. I think that's a good little insight into how intense my wo...
Save and Load System
1
Game Design
Hello everyone! Over the last week, I have been working on an often requested feature. Specifically, I have been creating the save and load system, which will a...
Haxor Devlog 4: Now 50% More Awesome
1
Game Design
How do we make Kla even more bad ass? We add the wall slide. Should the heroine in hard coveralls not fall slower against the wall? Yes, that's why we added sli...
HorrorVale Developer Blog - Game Release Discussion
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6
Game Design
Hello all, this is Dustin, Lead Designer of HorrorVale and founder of Batworks Software. I am going to be upfront and transparent with you folks about the devel...
Cameras & Motivation
1
Game Design
You can also read this on my website: http://www.realfast.dk/2018/11/02/797/ Warning: this update is sorta long and technical, unless you’re very interested...
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