Game Tech Discussion Devlogs Page 6
Major improvements to overall bugs and known issues, new items have been added Health Bar Ketamine now gives additional health Ketamine increases overall speed...
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I wanted use the devlog feature here to share some of my working process, starting with a basic explanation of the mix media method I have going. If people are...
There are many aspects to consider when building a game. This requires a lot of knowledge, skills and time to build and integrate all the components. Fortunatel...
A major point of feedback for evolution simulator The Sapling is that the players wanted larger levels. To make this possible, I spent three months optimizing t...
Added a bigger credits section and raised the enemy bullets from 5 damage to 15 damage. The game is still easy and accessible though...
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Want to see how I make Soldat 2? The new devlog shows an example of a day where I fix typical issues after making a new gamemode. Check it out...
I'm super proud to announce that the FitController is now officially ready to download at the Android Play Store (And soon also available at the Apple App Store...
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As I near final release, I was tidying up what happens when one of the quick minute-to-minute transition animations (fade or slide) crosses the boundary between...
have been a great help! Hi, this is Corporate Entity, LLC and you have revealed flaws in the Theian Engine used to power Goblin.Life merely by visiting corporat...
Hello! Thanks for following the project. In this devlog I'd like to showcase how Shadowgate PD works in Pulp. For those who don't know, Pulp is a web based deve...
Hello again. If - for some reason - you're avidly following the project, you may have noticed it's not out yet. Put simply, this is because our eyes have been b...
Finally! finished this. This was 1 week late from the original release date but at least it feels good. I just hope people will like this. "Trapped inside your...
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In this post I will review the technology used to develop Islariön and my thoughts about it . 1 - Tile intercommunication (WFC-ish) Every time the user places...
Hey there! We thought today is a good day for something else. Lets talk tech. About the dungeon generation in Bunker Björn. Procgen a topic sought after by man...
Hi there Fellow WotA Fans, Let me share in this post the engines I used in the past years. If I remember correctly, the first engine was Unity. It's a great eng...
It sounds like a maniac question... I might be one, as I love to see my little testers... die! Jokes aside, now that I getting an interesting audience of player...
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Released Version 0.2.0 of ProFishing Which Includes The Following Updates: - Saving & Loading : You can now save and load your progress as you go through the P...
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Welcome to the sixth devlog of “Package Party”! Lighting is everything in 3D games. (I learned that the hard way, after years of asking myself: “why do my...
UPDATE: textInfo.character count does NOT encode the visible glyph count - you have to manually count them using .isVisible on each textInfo.characterInfo[] ele...
Instead of using the default 3D objects of Construct 3, I tried to make the models in Blockbench and use Mikal's 3D plugin for C3. This workflow is much more fu...
The city mockup looked nice, but I needed infinite random cities. Let's try procedural generation! The mockup was created using actual Pico 8 8x8 sprites, so bu...
This post was originally written in July 2022 Languages This game supports 12 languages: English, French, Italian, Spanish, German, Brazilian Portuguese, Russia...
When I started to work on Tea For God I had no idea that in a few years, there will be a standalone VR headset and what will be inside it. I decided to go with...
This is the first post of what I intend to make a monthly report near the end of or at the beginning of each month. It’ll give you some insight into what I’...
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Heyo! I’m Tyler, I've been very excited to work with everyone at Speldosa and bring my 5+ years of game graphics design experience to good use. Project Shorel...
UPDATE: Special build for windows has been released! Please download DCDOR_v1.1.zip or DCDOR_Chinese_v1.1.zip on Windows to have a try!...
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As I said on the game page, this game was a part of my tradition to make a game every December. However, I didn't entirely make it in one month. Here's a quick...
Not yet ready for a new release but pivoting to 3d models is a go. Runs solid at 30FPS on the Playdate! Got a simple Blender to C workflow, easy to add new mode...
Bad Pixels uses a custom rendering engine, so it is a bit tricky to see models working how they should without running the game. Then I have move around the lev...
Hey. We just dropped the first major content update for Love Exalt 8372! With TWO new beefy scenes, a new minigame, scene selection menu, script import system...
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1. Make sure your OBJ/FBX is rigged as humanoid, you can use mixamo to auto rig your model. 2. Follow the official VRM convert guild: https://vrm.dev/en/how_to_...
It is Sunday night over here in California. And a bunch of neat work has been done regarding enemy combat. So just for the heck of it, I'd like to show-off what...
It’s been now half a year since I first started working on Hypnagonia and slightly over a year since I’ve started the card game framework . As the features...
Another Sunday, another potential blog post. As I teased last week, I'll spend today talking a bit about a few additional enemy combat mechanics that I think wi...
Updated Days Dark with high refresher rate monitor support. Now the game is fixed at 60FPS, apparently when you transform, collide, mess with the camera at all...
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Hi everyone! I’m Ell, the creator and lead developer of Tiny Life, and this is a new sort of series of devlogs that we’re starting. We’re calling it Tiny...
Been working hard on squashing bugs, but wanted to have a place you can also report anything you may run into so I can make sure it all gets fixed asap!!...
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All itch.io owners have been sent a key to their e-mail associated with the purchase on itch. So please check your email (and spam box just in case) that you us...
Legends of Aereven: Lunar Wake is a 2D Zelda-like I made in 2020. As I continue my gamedev journey with other projects , I wanted to take the time to look back...
This game's current style almost all originated from this one sketch: Funny enough, this was just a 1 hour sketch I had done on procreate while toying with new...
Just sharing a bit of our development process! We didn't expect to optimise our game that early, but it was necessary. After spawning 200 AI characters to go in...
I'm aware that there's been performance issues for some players with older hardware. I'm looking into solutions for these, but in the meantime here's a few tips...
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Since I implemented support for OpenXR, the performance of the game went down. Enough to be noticable. I decided not to investigate it immediately as I knew tha...
Hello everyone! I'm sorry this took so long - but after finishing The Heilwald Loophole I finally took some time to fix this game. Turns out it was way simpler...
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Hello! We ended up reworking a decent amount of our workflow. When we started this specific project, we weren't aiming to create a complete game with it at firs...
First of all, I'd like to thank all of the great response we've had to our Global Game Jam game "Fairy Lost" as far as the graphics go! We're really excited tha...
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Yo, back again with another update. Quick shout out to everyone who has shared feedback in the Discord so far, the latest demo should address all the bugs you'v...
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With buildings that can be destroyed we need someone to actually destroy them, right? Character's prototype code was heavily refactored to allow the Ape -our on...
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