Game Tech Discussion Devlogs From Those You Follow Page 11
Hey everyone! It's been quite a while since our devlog but this doesn't mean we were idling by. As you might know from our tweet Blue Flame is almost complete w...
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Where the previous devlog was discussing the changes in the theme and the journal, the next few releases focused making the Ordeal (i.e. “combat”) more visu...
6 files — v0.56.1
I have written in the previous post, that I shall release another Devlog within week of writing said post. To be more precise, I've written "within this week"...
The first technical issue in this project is moving the hand along the body using colliders and raycasts on an animated character. There are 3 possible solution...
Greetings to followers and fans of You Belong! This is an update from Luna, the project lead. I hope everyone is staying safe in these dark times. Don't forget...
In my third development update of my port of Super Sprint to the Commodore Amiga I'm improving further on the non in-game scenes such as the On screen display a...
Work continues unabated. We've finally added the last really critical unit for the early stage of the game, the Airwell. For those of you who think we're making...
Retrofuturism You need a way to know how many cubes gotta be in the button for specific doors to open - otherwise it'd just be a case of randomly pulling cub...
Problem A fast iteration process is the first requirement to develop a game meant to blend quick, old-school gameplay with a deep progression system. As far as...
Even though battles are a core component of Empires in Ruins, in order to satisfy different types of gamer, and not to impose our own style on each run, we deci...
The biggest barrier to automation in 0.3 is the bare materials. Right now the only way to get the most useful materials (copper and iron) is to mine manually, o...
This post was originally written in December 2018. At the time the game was still called Hook, Line and Thinker There is a single dedicated button in Hook which...
We're now entering the "hard work" phase of work on Harmonic Odyssey's systems. Luckily, it's also the fun part. With the battle system functional, working on...
Images of my OC and i!...
Meet your virtual 2D waifu, Sakura in her fully 2D interactive school!
Since I did a technical discussion about how we came up with and designed essence overall, I thought it might be fun to do write-ups regarding each specific pow...
Since the game was made in a short period of time it had a lot of bugs... most of the errors are now fixed. Now the game would be enjoyable!...
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Voilà le premier jet de ma participation à la Gamjam19 Je suis parti sur un jeu éducatif 😂 A vrai dire je pense que les tank c’est plutôt la mort avec...
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Oh, the woes of using a plug-in. I thought "hey, I'll use a save game plug-in, that'll save all sorts of time". No. So after the plugin (which promised compati...
Hey itchers! (does this community have a collective name? Maybe let's not choose this one...) I've completed my behind-the-scenes tips-and-tricks for making "Ge...
Hello Everyone, I'm Ervin, Game Director at 4Happy Studio. Have you ever had difficulty managing files? Maybe when we put the file in any place it will feel ver...
We’ve just moved our build process and deployment to Gitlab-CI. The developers of Ormer now just need to push their code to the Gitlab repository to automatic...
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Hello [Code_Name: MEVYE] [Location: CLASSIFIED], welcome back! Today we will see the process of 3D modelling the megaphone, an element that produces noise in th...
Welcome to the first official Rhythm Cataclysm Development log! Today I'll be discussing my struggles with making a bouncy hacky sack and how I overcame them. I...
Next up on our list of time-altering abilities is slow essence . If you haven't checked out the first write up on pausing time , click here . One of the trickie...
Finally, the work of replacing GTK library with Tk comes to the end. Last things which were to do are done: finished debug UI and the UI themes system. Also I s...
In this devlog video I discuss the technical details on porting Super Sprint from the Arcade coin-op to the Commodore Amiga. I discuss how the cars move and ho...
For the past two weeks, we have been working almost entirely on our in-game level editor. Our game is comprised of obstacles with timed explosions that the play...
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What's new this week? Translations system is done. 🇬🇧🇫🇷🇪🇸 Baby Dino Adventures will be available in English , French , and Spanish at first...
So last time I was working on Morpheus (now almost 3 months ago 😞 I rewrote the canvas renderer to render all scenes in a single canvas rather that one scene...
Unity Animator have a very neat trick. You can define parameters and use them to define conditions for transitions. No need to write custom function for each t...
This is the 4th is a 6 part write-up I've been doing about Worldline's time manipulation mechanics. You can find the first three here: Pause Slow Rewind Fast-fo...
Salut a tous, hey everyone. Today I fancied writing a little post about systems, things like why they're useful, when I remove them, why I remove them etc. I wi...
Idle Orbs: Tycoon is another addition to the "Idle Orbs Franchise" that I'm building up. It's not much for gameplay, just a nice little project to test out an E...
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We wanted to give you the behind the scenes of how our levels are built. Today we will show you have post processing improves the look and quality of Buluk. Her...
With only 1 more release to go before we have to be 'feature-complete' for Alpha, we are focused on getting those last items checked off. In this build for Wind...
This week I've been able to focus on the sheet system, that allows the game to generate harmonies that progress with the song. Let's dissect it step by step. Th...
I put together a time-lapse of the milestones in developing my game. Approximately 85 hours of dev in 2 minutes! Enjoy. Do me a favor, subscribe to my youTube c...
This is a post for developers, project managers, and Synthnostate fans following my progress. Tracking and organizing tasks, sprints, and feature wishlists is a...
The fan game of gotoubun no hanayome (quintessential quintuplets)
There's not much good beliefs about lootboxes in general. Yet it's the one of the most popular and proficient way to make earnings for game developers, especial...
You can read about how we developed this game jam on ShooterTutorial.com...
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