Game Tech Discussion Devlogs Page 13
The game is Updated! Some bug is fixed Stairs bug when you sprint you stuck is fixed Notes are in the walls now Monster random disappears fixed...
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Hello, In this blog I will discuss what has been implemented. at the current stage of the game I have setup an inventory and items are being stored within certa...
Here is a brief rundown of some of the techniques and functions I used in building out the behind the scenes feature. There is dramatic room for improvement, bu...
How the game happened We started developing The Nameless City 3 years ago. The core idea of the game was a PSX horror aesthetic inspired by Lovecraft’s short...
As some of you knows, Elysium has been suffering from a problem for quite a while now, that made it impossible to attack IG a close enemy. To give a quick expla...
Or "yes, it supports mods" The October 2020 demo (corresponding with CommonCore 2.0.0 Preview 16) adds one big feature that I’ve wanted since the beginning an...
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The landscape was really a technical challenge as we had to familiarize with a lot of unreal tech : landscape splines, virtual textures, how to import an extern...
Hello [Code_Name: MEVYE] [Location: CLASSIFIED], welcome back! Today we will see how we chose 3D models in online retailers! As we mentioned in a previous post...
I've received a few questions on how inventory is handled in TMoS , so I figured I would make a devlog covering the subject. To front-load some information: TMo...
*** Error quit button resolved: go to the Ludum Dare page Wrong UI scale resolved ***...
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Hi! I decided to change old full game project to restricted mode. Don't worry everybody who bought a game on old page are still able to download it :)...
I guess I'm at the halfway mark! I can feel the clock ticking... 😅 Anyway, some decent progress last night! First off, I've added the foundational bits for s...
Without further ado, here's what we've been doing over the last 6 months! If you missed previous post, where we adopted Unity forward, here it is. We are super...
Follow updates on my Substack: https://melodicambient.substack.com/ In Devlog 1, I mentioned the Autocuber. When it comes to making games in small teams, it's a...
I have decided to write Q & A devlog, because there are a lot of questions that I could answer. Q : Will you update project on same page? Or you are going to up...
The first week, the game was updated to the latest pre-release of the PursuedPyBear engine the game is built on top of. Its good to keep on top of changes to th...
In this development update I've moved on to doing some of the non in-game scenes such as the Winners Circle and Prepare to Race...
Due to some minor issues, in the couple spawning code. We have currently taken the game download down. We have a new build ready to be uploaded the second we ar...
Horde Pathfinding in Constant Time Overview - The objective of this technique is to use a pathfinding algorithm to calculate the path of n number of entities i...
Hello [Code_Name: MEVYE] [Location: CLASSIFIED], welcome back! Today we will talk on how we work we external asset packs for Noise Hunters! As a group of studen...
This first week of working on my next small game, Last Stand of the Mushrooms, was pretty productive for a first-week. I'm still experimenting with Python game...
Some of the issues when using an alpha engine are the stability and lack of documentation. However I am quite happy with the results I am getting with Armory3D...
Gravity, it's the reason things fall down. I've been fascinated with gravity working on a spherical planet for a long, long time. The culmination is how it is...
I got a couple questions about how I did the lighting for Space Jelly so I've created a minimal sample Godot project that implements the core algorithm in about...
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Hello there! It's been a while since I haven't written anything about game development. Let's fix it! After the semi-cancellation of my last project, I moved on...
Some progress on a game I'm developing for the Jammin game jam ( https://itch.io/jam/jammin-2019 ). The theme of the jam is Growth . My goal was to come up wit...
Full disclaimer, I am not a well seasoned composer, but these were fun little loop able tunes I made on a site called BeepBox. To talk a little bit about BeepBo...
Development on Ewe Woz 'Ere started at the end of January 2020, just after the competition was announced. The initial prototype came together fairly quickly. At...
I made "TinyWar high-speed" with only the basic functions of HTML5 and JavaScript. I often build games with basic functions in some programming languages. "Tiny...
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I have added a linux version for the game !!!!!! I have also tweaked cyans movement as well as some of the camera scrolling speeds...
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This week I added a control that rotates the camera around the selected unit. This was a feature I didn't think I would need as my plan was to lock the camera...
Recently I was released first Demo of A.R.M! https://nevertheless-studio.itch.io/arm-for-saving Thankfully, Some of the players said the game is fun. an...
My hope for Nectar of the Gods is that it's a dynamic, competitive and fun head to head multiplayer experience both locally and online. But that doesn’t mean...
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Working through some mobile physics bugs without breaking the desktop version has been an interesting challenge. We're also starting to clean up some of our 4k...
For version 4.0 on TPDS, I will feature someone in the community as a easter-egg/character. In order to join, go to the discord server "Toilet Paper Gang" ( ht...
Hello! I want to talk about how I put an item on the screen to collect, if I had more time or I could make the game longer, there will be more items to collect...
I set out with the main goal of designing virtual cockpit controls with the functionality of a HOTAS but using 6dof motion controls, similar to games like Ultra...
Olá outra vez! Hoje estamos aqui reunidos para falar sobre o leap motion! Um leap motion é um pequeno sensor que utiliza pequenas câmaras e infravermelhos pa...
Sci Fi FPS v1.3 update Endless war fighting...
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sci-fi
I've written an article on Medium about using CastleDB and Python to do codegen from a static database in C++ in _space_train, please check it out! https://medi...
Right now, I am moving the Wink codebase from GM4Mac (which relies on GameMaker 7 features) to Gamemaker Studio 2, three whole versions and many years newer. It...
Hello there, good people of the itch! Today, lets talk about the single-most important thing in the game: The mirror. Perhaps you’ve gathered by now that it s...
Floating combat text is a bit of an art-form, I think. I added a couple of features to it to make it look better. - text gets a random offset within a small are...
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As some of you are hopefully aware, I am the main (and at the time of writing only) developer of the Tsukundere engine, which at the time of writing only I use...
(This is a long post - tldr: I've been making a game...) I have been developing Labyring for just over 30 days now, here is a synopsis of what has happend durin...
If you had the chance to play The Alchemist, you probably saw the grayscaling effect applied when you pause the game, this is done at pixel level and is achieve...
A few people were interested in learning how the map generates in CopperCraft, so here's a stage-by-stage explanation! The way that the levels generate in the g...
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