Game Devlogs About Game Design Page 5
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...
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...
Whew, been a minute! Since I last posted, VERGER had its public debut at MAGFest near Washington, DC (coincidentally the landscape of the first 27 years of my l...
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...
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...
Hey peeps! It has been amazing watching so many people play Godstone, I am truly astounded! Some of the best stuff has by far been the awesome videos you guys h...
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...
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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Hello Earth-Dwellers! This week we are introducing another crew-favorite character from this deep sea adventure! We don't really have a name for it yet, but ca...
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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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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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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 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...
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...
Heya Gamers, Earth Dwellers, Adventures! While the world is recuperating from a contagion, we gamers and developers had been doing our part to #StayAtHome crunc...
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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 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...
Hello fellow Earthlings! This weekend we're sharing a new mechanic that we have implemented in the game. This 'Dash' mechanic will accompany the player experi...
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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...
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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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...
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...
-Procedurally generated battlefields Started implementing some “procedural generation” elements to the game. They’re very basic right now, using different...
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First off: WOW BOSSGAME GOT FEATURED BY ITCH! DANG!!!! Thank you so much, whether you've played the game for your phone or you're excited for the desktop versio...
Hello everyone! In this update, we will be talking about the Boss Enemies you’ll soon have the chance to encounter throughout Crumbling World . While I don...
We've entered March, and with a new month comes a new devlog! This is the first of hopefully not many monthly updates on progress for EYSIR: Empire of the Falle...
Previous to this game, I had only published one other game, and after a year of very little progress with games, I quickly got the motivation to create and publ...
Hello everyone! First of all, Amélie and I would like to thank everyone who played our little game. More than 1000 people downloaded Wild Child , gave us feed...
~ ABOUT DEVELOPMENT ~ BIRTH This game was born during Mini jam 2nd edition which theme was "self destruct" and the requeriments were to use NES palette and o...
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Hi everyone! We're really happy to have people try Hero Express' demo before it gets released on console and PC. Your feedbacks will be really valuable when it...
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Hello fellow Surface-Dwellers! Starting this year of with a bang 🙃 Introducing one of our favorite creature in the game - the Stargazer. This species of dee...
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Hey lovely people! I've just made a major update to Into Outer Bass. Well 2 actually. Firstly, I was using a random SoundCloud API key I scraped from Github whi...
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First of all a big thank you to everyone for the follows and comments! We really appreciate it! While we continue working on the game, I thought it might be fun...
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