In this indie game dev log episode, we will be looking at the rig created for Gabriella, the protagonist for my upcoming indie game, Project Feline. I’ve crea...
Let me start with a thank you? I swear I didn't expect a nobody like me could get 2k views in a game still in development--and only in the first chapter. But I...
In this indie game dev log episode, we will be continuing the development of Gabriella's in-game character model for Project: Feline! We will be taking my model...
Hi everyone, I'm making video games and this week I'm showing you how I'm adding characters to my game (this post is available in a video format here ). Even if...
Making a multiplayer game is guaranteed to have full of challenges. In this development blog, I will tell how I'm synchronizing the enemies for BLASTRONAUT onli...
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 o...
Hey Gamemakers, With the release of 2.3, pretty much every asset creator in the world is scrambling to get their packages up to snuff. I've began to retool Tru...
This past month has been a quite frustrating one. I have never play tested a game as many times with as many people, as I have this game. I was sure it was read...
After making the decision to completely rewrite 90% of Bubblegum Zombie Hunter's base code, we decided to add many more weapons to the game to give it some more...
Another Wednesday, another blog post! This one is written by Leene and Oak together :) (AWW SHUCKS <3) We've been putting off making our gameplay trailer for a...
FamiStudio is looking for a few serious Linux testers to test a prototype version of FamiStudio. Only 64-bit, real installations (no VMs) for now please. Send e...
Cooped Up! is a web-based visual novel developed internally by us here at 3 Halves Games . While most visual novels are usually made with Ren'Py, we decided to...
I have been looking for some technique or effect that would help the Blastronaut game to stand out more. I've been experimenting with post-effects and colour gr...
Today I started to update the full game project for the actual Unity version. For some reason I had to use the 2017 March version until now. This wont be a sma...
Two updates in one day, yeah baby. So, what's new in 1.1.0? - New ambient music - New mechanic (you need to focus on your mom when she opens the door and then p...
HO HO HO! Happy holiday! Forgive us for the hole in our regular devdiary, it was written and not published out of absentmindedness. Sorry! I'm Kuba Mazurek and...
The Music and Sound-design of MineRalph The Music in MineRalph The task of composing music to MineRalph was for me personally a great challenge, the reason bein...
Why does 3-d anime look so artficial? In this indie game dev log episode we will be exploring the animation process behind Gabriella, the protagonist for my upc...
I have, more or less, started working on implementing biome modability for the next version. Though I went on a long tangent at the beginning of the weekend tha...
I've been in love with the aesthetic of the bare Ambient Occlusion pass since 2003 in college when we were first hacking it in Maya with a dome of spotlights. T...
Happy new year! It's been a good start for me, especially compared to the emotional wasteland of the last few months. I've started seeing a therapist, am surrou...
I have long been fascinated with different pseudo-3D graphics techniques. If you don't know what this means, I recommend having a look at this wonderful post by...
Yesterday I managed to make a working version of the editor for mobile devices on Android. This was my third attempt, but this time I succeeded, most of the int...
Ladders were an unexpected challenge. At first, I thought I could just change the slope limit value of the unity character controller to 90 while my character...
This Devlog is about the secrets of making GodotEngine plugins, that I used for the AssetPlacer. Read my first devlog , if you are interested in how the AssetPl...
Hey! Thanks for following the project! It really means a lot. Both myself and Jean have been pretty busy with work things (and Jean now has a fever 😢) but we...
For this month's development update for Addlemoth , I bring to you, two new map themes! It's not as much as I would have liked to do this month but I have been...
This dev log entry is not really about a particular bug. Although this very bug is a good example of what fixing bugs may look like. I changed the death effect...
The radical music of SlipSpeed By Martijn Frazer Chiptunes for DOS SlipSpeed is an upcoming top-down racing game for DOS and Windows 95/98 PCs, made in the trad...
Hey! Today topic is music! ... *hmm* OK, it is about the code playing musics. Super Tilt Bro. version 2 has better musics than the old version, by a long shot...
Tech Breakdown Disclaimer: I'm not a programmer at all. Somehow this stuff works, but there are probably better ways of doing it. Object Types So here you'll st...
Not so long ago I released an early version of Osnowa — an open-source roguelike framework for Unity which emerged from games I've been making for a few years...
One thing I found really challenging about creating a multiplayer VR game was the players' bodies. I decided to accept that I was going against what seemed to b...
Hello everyone, lunzyde here! I wanted to talk about the future of this game and what are my plans with it, the game is nearly done, as most of the backbone of...
Hello everyone~ Sorry again for the delay. Suddenly I found the bug that still have no solution. We are looking for the fix posibilities. I'm moving the release...
Intro Many people complained that the music was sometimes too loud. This was another issue of the vertical slice, we left many player ears fatigued. Here is a q...
Hello moon viewers ! It's Dear_Elise from the Polar Moon team, so as you may know, I am now the prior Dev of Konran:Zanki, Atsutsu and Ilena having their own bu...
This is a follow-up to last week's devlog on the flag editor! This log is pretty specific to the PICO-8 environment, but the previous one discussed more general...
Want to know how video game soundtracks are made? I grew up listening to the OSTs of Sonic the Hedgehog (notably Sonic Riders), Jet Set Radio and Ratchet & Clan...
There have been no updates for a long time, but work on improving the engine continues, a public version will be made soon. We host the most recent versions on...
Hello Ley Lines players, This is a bit technical but may be interesting for some of you, I was approached by 80 level, a game development web-news-paper and ask...
As previously announced, the new project Breastaurant: Hot Coffee will use many types of animation to bring a static picture to life. The new version is not onl...
The second problem is the visual style of the interface. As tests have shown, this is not very friendly and misleading. Can anyone tell me a reference for nice...
So I had completely forgotten that you need more than just the total pixels per row and column, but this has now been fixed! Also rearranged the puzzles a bit...
Update 1.1 (The collision fix) I want to thank everyone who plays my game, this game turned out to be my most successful yet and words cannot describe how cool...
Hello moon viewers, Now is a rather grim log. As I announced in a previous log, two of the three devs from Polar Moon have left, and I am now on my own, having...
Hello everyone! Rogue Summoner - my third game on Steam - will be released in just three days! I thought I would take the opportunity to talk a bit about the de...