Devlogs About Game Design Page 5
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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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...
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...
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...
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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...
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...
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...
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...
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...
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...
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...
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...
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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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...
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...
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...
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...
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...
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...
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...
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...
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...
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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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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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...
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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...
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...
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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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...
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...
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...
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 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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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...
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...
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...
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...
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...
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...
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...
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...
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...
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...
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...
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...
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...
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...
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...
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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