The recent release of Baldur's Gate 3 got me thinking about the joy of playing that original Baldur's Gate, exploring open worlds filled with quests, walking ar...
Hello this is the second designer blog for the game Elementalist being created and produced at Chico State within the Computer Animation and Game Design major...
(or how we made our first game in 48h and what we learned during this journey) Hello, internet! We are Catscratcher Studio , and this is a story all about how...
I'm going to write a little bit about the origin of our project and how we arrived where we are at! About a month ago we started brainstorming new directions to...
Hello Talentees! IT'S TOO HOT (or it was at least). Now that's out of the way, let's talk about what's been happening with Talented this week. The Warrior Charg...
Hullo. This is the first development log for Last Meal at Cafe Mori . As people who frequent the same Discord servers I've been active in since the lockdown in...
Briefings of the Present, #4 We’ve just talked about the team rankings , and the most attentive of you might have noticed a little side‑note in the corner o...
It's the year 475 after the fall of the Cassadian Empire in the Young Kingdoms. The focus of our story is the Principality of Koth, a small realm ruled by an im...
I have been working on getting a new area made that will lead up to an observatory area. This first room is made to introduce the player to the new mechanics th...
Yesterday I wrote a little about the transformation of the mini-games. Before what they are now, a memory game and connecting the dots, there were 3 different m...
Week 8 - 19.09.2018 Initially, I was hoping to finish up working on the models and adding little details into the middle section of the game. But, after discuss...
It was years before my first computer. Even longer before I could even dream of having a real-life gaming group. Gamebooks were my first taste of fantasy rolepl...
I am a big fan of Norse mythology, where there are 9 very unique realms. Also I had an idea about travelling in space stuck in my head for quite a while and wan...
The last weekend some quite exciting weather engine achievements and accompanying real life adventures were made as Sami (creator) and Erkka (co-designer) spent...
The original idea was a tower defense game from the point-of-view of the teeming mobs, so from the beginning I wondered what powers I could give to them besides...
Just uploaded a few new screenshots and a new banner. I am currently working on the second level, the forest level. Will be finish soon with the Leveldesign, t...
Introducing Holy von Pony! After 10 hours and several Spotify dance playlists, Holy von Pony has transformed from her original form, drawn by Rachel on good ol...
Welcome back to another marketing blog, this is the last one I will be posting as I move on to other topics. This blog will be centered around affiliate marketi...
Hello [Code_Name: MEVYE] [Location: CLASSIFIED], welcome back! Today we will discuss how we tackle level design in dark environments. Level design is key factor...
My second character sprite, Demon Butler, is available for purchase. I'm planning to make a few more character sprites in the future, depending on how many peop...
Hello everyone! It's been quite some time since I've done a more formal announcement/discussion like this, but I believe it's warranted. I've gotten a ton of fe...
Hi, hello, welcome back! Day 5 is already here and I can see the finish line approaching fast. Today felt a lot like mostly polish work, even though some of i...
Welcome back to an other marketing blog post, this time I will be covering 3 techniques related to social media marketing. For better or worse, social media is...
Some thoughts: It took longer than I expected to get the game into the new format (changing to the switchboard & three “days” / “cycles” idea). We’ve...
Week 7 - 12.09.2018 Since the last time I checked in, there were a few additions here and there but not as much as I expected because right after we got back fr...
Hello [Code_Name: MEVYE] [Location: CLASSIFIED], welcome back! Today we will talk about the Predator enemy, based on melee attacks. Noise Hunters has two types...
What an outstanding sprint! We made huge leaps forward this time around! First of all, we got some great concept art to really nail down the style that we are...
Hello again everyone! I was intending to write this at the end of October, and now it's somehow the second week of November! Oops! Certainly nothing of importan...
Hello again! I'm happy to tell you that the game is almost done. Expect to see a release date once I've finished fixing all of the bugs. (I find it super scary...
This post was originally written in January 2018. At the time the game was still called Hook, Line and Thinker One of my design goals with this game is accessib...
Okay so, the reason I haven't been posting is that.. I'm in a musical! It's called The Drowsy Chaperone and I've been performing this past weekend and I've had...
Entro ora nel cuore diretto del gioco, il perché e come rotolano i dadi. Lo scopo, se volete, è banale: volevo offrire ai giocatori un'esperienza in linea con...
Four Swords was designed as a submission for the #AsianMartialArtsJam . It's a game transparently inspired by Dugu Qiubai's grave of four swords from Jin Yong's...
Designing a Sidequest in a Visual Novel - Devlog #2 Current game word count: 14,191 Hi everybody! Back again with the first proper game development related devl...
Hello all! Today, I just wanted to write about my experience making this game for the Blackthornprod third game jam. As I was writing this devlog, I realised it...
Well, there we go. Starting simple, going solo and expecting a launch. I started this a while ago, just as an exercise for isometric coordinates in Godot, but i...
I've decided to start a journal for Summoning Signals (and some idea loosely related to this project). Game design is a strange beast and I've decided to try to...
First and foremost. I am a very unconventional game dev, and through these devlogs you will see a bunch of workarounds, cheap tricks, and things that will prob...
The optimized path problem and need for time limit levels One of the most difficult things in game design for Die 2 Escape has most definitely been the algorith...
One of the next features I wanted to work on was the ability to select two more targets for a skill. In RPG Maker, this isn't really an Example Your party finds...