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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...
Implementing simple slow-mo effect in GameMaker Studio
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Tech Discussion
While working on my entry for Pirate Jam 2019, I was happy with parts of the game, but felt gameplay lacked the fun factor. At the time I had just learned parti...
Creating an asset for Privacy
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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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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...
Fixing Horizontal Milling Toolpaths...
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Tech Discussion
Horizontal milling in PixelCNC has always been a bit fudgy. For many projects it gets the job done but for some projects it's less than ideal in the toolpaths t...
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...
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...
multithreading
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Tech Discussion
Tea For God is a VR game. This means that it has to render two images for each eye. And it has to do so in 90 frames per second. There are several approaches to...
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...
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...
The Importance of Post-Processing
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Tech Discussion
For Foxhunt 2018, the first thing I worked on was the white and blue salt-desert look. I plopped down a few default cubes on a plane, spun up an emissive red su...
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
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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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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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...
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...
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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Everhood code architecture thoughts
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Tech Discussion
Intro When it comes to programming architecture, sometimes, new devs can be a little lost. Here are my thought about how is Everhood architecture and what is th...
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...
Beginning the work on v2, rethinking positions
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Tech Discussion
All Super Tilt Bro. cartridges are now shipped. It is time to begin to work on the second version . It all begins with in-depth refactoring. Let's fix version...
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...
How the AI works in Sharks v. Fish
Tech Discussion
WA-TOR , the computer simulation that Sharks v. Fish is based on, is very rudimentary with regards to Artificial Intelligence. In fact there is no AI. If a shar...
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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...
Drawing random letters on a web page with blacksmith's ascii tongs.
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Tech Discussion
Drawing with a pair of tongs is not as easy as it looks. Today, I worked on a web user interface in color ascii. At the end I’ve got an ascii display system w...
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...
Why Scheme?
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Tech Discussion
If you came here looking for a long explanation about why you should use Scheme, how it's the most amazing programming language ever, and that you should drop a...
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...
Behind the Schemes: Exactness
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Tech Discussion
Welcome back to Behind the Schemes, where I discuss items in Schemer that are not readily visible to users (i.e. behind the scenes). In this post I'll be taking...
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