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Game Tech Discussion Devlogs

Skeletal Dance Party 💀 Procedural Level Generation
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Tech Discussion
Here is a little article describing how levels are generated in Skeletal Dance Party. It is released for #notGDC 2019, the game development non-conference for e...
how this hot mess was made and hot glued together
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Tech Discussion
ok peeps so.... IF YOU DONT KNO HOW TO DO MORE THAN 3 COLOURS or like exit-from-dialogue then lenny's FAQ is here so i drew it in colours with my established c...
Creating an asset for Privacy
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1
Tech Discussion
Ever wondered what needs to happen before you can interact with a plant in a narrative adventure? If so, you are in luck! Today, I’d like to walk you through...
[LD43] Graphics Breakdown
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Tech Discussion
Since there were a few questions on how we achieved the graphics for Ludum Dare game Deadline of the Dead , here’s a brief breakdown of how everything was pu...
Tech of Rift Core - Breakdowns
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Tech Discussion
Hey all! It's been a couple of weeks since we released Rift Core. In that time, I've been writing some tech-oriented blog posts about the visuals in the project...
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Visibility Culling in Privacy
Tech Discussion
This week I want to dive into a rather technical – but very important – aspect of rendering in Privacy: visibility culling. Visibility culling is the term g...
Pixel Perfecting the DOM: Rendering in Memento Mori
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Tech Discussion
Memento Mori is built in Twine . Being a web developer, using the DOM instead of a purely Canvas-based approach to build responsive, progressively enhanced layo...
One Button to Build Them All
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1
Tech Discussion
When we worked on FRIGŮL during the game jam, I didn't really have the time to look into our build system. I just had 5 minutes before the deadline and went fo...
Roomies - 3D Content Creation
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Tech Discussion
Hey Party People, My name is Jon and I was the 3D artist and project manager for the Global Game Jam 2019 game, Roomies. As 3D artist I was responsible for all...
The Development of Unreal PT
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Tech Discussion
NOTE: This is a more technical overview of some of the aspects and challenges I encountered during development. As well as some stuff that wasn't able to make i...
Map generation in Escape from Aeon
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Tech Discussion
Intro Hey! I'm Rauno, the technical half of our global team working on Escape from Aeon (EFA). I've been thinking about writing a proper devlog post for a long...
procedural level generation using impossible spaces
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Tech Discussion
During the last few days, I decided to focus a bit on level generation. I wanted to try adding new variations for existing generators and clean up generation co...
Take it to (LÖVE) 11
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Tech Discussion
Have you ever heard the expression "ripping off the Band-Aid?" So, Refactor is written using LÖVE , which is a wonderful little game-development framework. LÖ...
4 files — 0.3.3.0-9c9a619
The procedural story-driven design of 20'000 Atmospheres!
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Tech Discussion
I have done 90% of my development for 20kAtm using test levels made by hand, which is kinda ridiculous for a procedural dungeon crawler. But hey, better later t...
More graphical tweaking
Tech Discussion
I should be working on Flight, but instead I've been tuning the heck out of some of the visual faff in the existing tracks, because I can't leave well enough al...
4 files — 0.2.1.547072-5221454
Debug.log("Merry Christmas")
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Tech Discussion
Well,here is our second devlog !So exciting :D During the last 2 weeks,Everhood underhood code has undergone a huge change.In fact, it's not the same code, all...
Improving Pathfinding
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Tech Discussion
Pathfinding is one of those concepts we as players don't tend to put a lot of thought into. Unless it's broken! For RTS games decent pathfinding has always been...
Performance improvements in Little Bouncing Ball
Tech Discussion
I finally did something I'd been meaning to do for quite some time: I replaced the naïve collision check in Little Bouncing Ball with one that uses a quadtree...
10 files — 0.3.4.0-b935985, 0.3.5.0-eb099d8
In which a better GPU makes me debug a shader
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Tech Discussion
I haven't gotten much new work done on my games because I'm mostly getting ready to show my games at GeekGirlCon . Which means polishing stuff enough for show...
4 files — 834ff16
Game localization
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Tech Discussion
Let's see another technical part of Everhood ! This time we are going to see how our game localization work ,without any spoil! Trying to not spoil the story...
Finally fixed some LBB physics glitches
Tech Discussion
Sorry for not posting here in a while! After GeekGirlCon I decided I'd spend this whole month not working on Refactor. However, I just decided to break that in...
4 files — e5949b2
Demo Release
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Tech Discussion
Oh my, my... already fixing some minor bugs. Now everything’s smoother ! ✔️ Wait ... you don’t know what we’re talking about ? The demo release (...
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Making my life easier
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Tech Discussion
So to make my life easier I've built into the game a dev mode to build objects for free and save them into a room. That is how you get the few 'locations' you s...
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WPM stat is broken?
Tech Discussion
To the 5 people that will read this: I got a lot of feedback from the last demo about the WPM stat being broken. It actually was for the very first version of t...
Road to November
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Tech Discussion
Hello there, good people of the itch! Chris here. John's busy trying out some new dev-textures, experiencing what it means to "block out a level". It means more...
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OOM-Engine - 1
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Tech Discussion
A game within 1.44 MB ? A great challenge. I admit, this is the first time I have to write code while thinking so much about the memory (storage space, not the...
Update and testing help request on MacOS Mojave
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Tech Discussion
Hello For anyone following Matter, I will start testing making my dev updates here rather than in TIG forums, and see how it goes, as feedback and interactivity...
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OOM-Engine - The Making-of #1
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Tech Discussion
This devlog will be the story of the development of the game engine. It will be split in 2 or maybe 3 devlogs. At the beginning of the jam I started to check If...
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Third party tileset work in progress
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Tech Discussion
Hi survivors, I've been working on adding third party tileset support to Robinson. The best reason for this is that it helps players use fonts that meet their a...
Everhood is getting bigger and bigger. Tips to handle big projects
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Tech Discussion
Intro Time for another devlog! As the title says, Everhood is getting bigger and bigger! We managed to add tons of new game content in a very little lapse of ti...
ok wait but how'd you do that in bitsy
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Tech Discussion
ok wait but how'd you do that in bitsy A note up front: all the code for this game is available in a github repo (you can also just download the game's html fil...
Dev log Outschool game #DAY 1 - 10
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Tech Discussion
DEV LOG: Tactical game OutSchool A game by UHPD Games Hello, I'm Ung Hoang Phi Dang , I'm from Vietnam . I love games and do want to create them. This is the fi...
Dark Harvest: The technology behind the game
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Tech Discussion
I’m making Dark harvest on my own, but I have a clear vision for this game. I believe indie games don’t need to stay small. Their developer can think big an...
Post-Development Thoughts
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Tech Discussion
Now that it's been a night since the release of my game, I've collected some of my thoughts and decided I'd share them with anyone who is interested. These are...
Making reusable Assets
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Tech Discussion
Hello there! Developing reusable assets is something that we often forget about in game development, we are always concerned with getting the game done, so we c...
Refactoring on the Core Loop! Better Code Coming Soon!
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Tech Discussion
Hello there! Since the past week I've been working on porting Moon Cheeser to Godot 3.1, besides some deprecated signals and some other minor compatibility brea...
RE4: Otome Moving to Tyranobuilder Engine
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Tech Discussion
Hello Everyone, Development on RE4: Otome Edition continues, however languidly. While the bulk of our effort is currently concentrated on finishing and polishin...
How the scrolling works
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Tech Discussion
This video illustrates visually how scrolling works. To fully appreciate it, please read the technical details below. Please note that some knowledge of the Ami...
Working with Tiled and Unity
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Tech Discussion
In our previous game (Eventful Horizon) we attempted to use the built-in tile editor. We encountered some major issues with the tooling, namely: Tile collisions...
FPS Graphing
Tech Discussion
FPS Graphing When I took over for the original lead programmer on the HyperBowl attraction game over fifteen years ago, one of the first things I did was to ad...
Adding AI to Space Wars: Ship Battles - A tech discussion about bots
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Tech Discussion
Hello everybody, as some of you might know, I am currently developing a multiplayer game called Space Wars: Ship Battles. Everything is coming together nicely...
Roomies - An Experience in Intense Coding
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Tech Discussion
Hey everyone, My name is Ryan Bailey and I am one of the programmers that worked on Roomies during the 2019 Global Game Jam. One of my biggest passions is prog...
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Mesh Deformation and Animation Adventure
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Tech Discussion
Good Morning, or maybe Good Afternoon by now, or Good night! Regardless, welcome all! I am Ethan Behar aka DuxClarus. I am one of the three programmers that h...
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Hyper HD coming to Mac & Linux
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Tech Discussion
Hello everyone! I'm happy to announce that Hyper HD will be ported to Mac & Linux. Not only the currently available free demo, also the full version which is...
[Spoilers] How The Game Works
Tech Discussion
Thanks for playing my 2018 #procjam entry! This is a short post explaining the tech and implementation of Nothing Beside Remains . It's designed to be read aft...
Taking Game Audio to New Heights
Tech Discussion
(Warning: Celeste spoilers are in this post) One of the reasons I found myself playing through all of Celeste this year was because of its killer sound design...
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Sherlock Jack Devlog
Tech Discussion
Several weeks ago, some friends of mine were playing a tabletop mystery game where we were investigators, helping Sherlock Holmes chase after Jack the Ripper. O...
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Perspectives in a Card Game
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Tech Discussion
I wanted to avoid creating 2D digital designs for the table and the background of my game (I'm no artist...). So I've decided to make it 3D. I wasn't convinced...
2D Physics in a 3D Context: My First Card Game!
Tech Discussion
It was very fun for me to create my first ever card game in Unity! It was also the first time I used 2D Physics in a 3D context! Which if you didn't know, is...
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