Devlogs About Game Design From Those You Follow
Have some fun and enjoy the show. Ensure the best time you can have on this cool fall afternoon. Love you all, thank you for the support, now enjoy...
I wanted to post this yesterday, but then I had to spend the evening in the hospital because of my child's high spirits. I wanted to briefly mention the inspira...
Hello good people 👋 Let me introduce you to someone important in this story — his name (for now) is Otto . He’s an old man, once a woodworker, now living...
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Evolución de sprites - MACKENZIE NAPOLI Mackenzie es uno de los personajes centrales de Sangius: Petrified , siendo de hecho el primero que creé cuando tuve l...
Rust & Revenue started with one bot. It was straightforward, predictable, and got the job done. Then came two bots, both running the same script. The game state...
A new system has begun taking shape in Arcane Earth… Runes! The games own style of milestones and achievements. Think of them as mystical quests carved into s...
Part of my writing process for SPINE was to write exploratory essays and conduct interviews on ideas that informed the project. The final interview in this seri...
When you do game design long enough, you start to ask yourself some questions you can't exactly turn away from like "what's the goal of having this?" and "why s...
Part of my writing process for SPINE was to write exploratory essays and conduct interviews on ideas that informed the project. In my final exploratory essay in...
Hey everyone! Gowl here 👋 I’ve been thinking about giving Magical UI a big update cleaning things up, adding some new stuff, and making it feel more comple...
How I made a game on Ludum Dare 58. Below, I'll share the development process, broken down hour by hour. 2-3 hours - concept These are a very important 3 hours...
REJOICE! The first fully realized version of Flak Arcana is here, it took a while to develop, but hopefully the game is in a easily playable state after the fir...
Part of my writing process for SPINE was to write exploratory essays and conduct interviews on ideas that informed the project. The second interview in this ser...
I have coded in some sound effects to make the game more involving. Some have been edited through audacity while others are direct. I feel like they go well tog...
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Part of my writing process for SPINE was to write exploratory essays and conduct interviews on ideas that informed the project. The second essay in this series...
My scripts got a little bit unorganized so I am going to redo much of the ui stuff. WHile I was working on the save/load, I messed things up and I had to keep r...
If you've played Hollow Knight, you might have noticed something unusual: there are no pass-through platforms. You know, those platforms you can jump up through...
Update today so far is the devlog addition to the game's main menu to keep track of things and also some graphical changes as well as a few code changes for rea...
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Speed Trace - Alpha Remember those maze books from your childhood? Tracing paths, staying in the lines, relaxing? Well, forget the relaxing part—you're all gr...
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I wanted Elías, the main character of Penance , to move with a human fragility slow, deliberate, almost burdened by guilt. To achieve that, I used rotoscopy...
Hello strangers! Been working on an procedural intro scene for each lvl as well as procedural lvl generation. The end goal is to give the game some replayabilit...
If you’ve played this game, and you’re not familiar with manual transmissions IRL, you’ve probably spent an annoying amount of time trying to start the ca...
The core of Penance is the deliberately slow, contemplative pace of Purification . Players must Pray to activate Elias's Staff and absorb the Guilt from contami...
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Hey hey, Akua here! I’m the character design and sprite artist of Onigashima, having also drawn the cover art and main menu art of the MC! Also, temporary pag...
I finally was able to finish part of a multiple mesh setup in that we now have five primitive meshes we can use! Creating things will be much more dynamic and s...
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Just a little passionate about this one. Included some music I listened to while writing at the top! (Yes drama informs 100% of my creative process and this dev...
tl;dr: things break at high speeds This is true everywhere from physics to software development. In this case, the car would clip into the ground while taking a...
Location is important; especially in 3D! I have added four major location points right now for spawning the kinematicbody. I know its not yet 'fun' but at this...
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just wanted to let you all know that I am getting back into this project! There has been a big chunk where I wasn't fully focused on it - but I am back into mak...
Most horror games build tension through movement, running, escaping, reacting. But while developing Penance , I discovered that real tension can also come from...
Hello all! I am currently adding touch support for mobile devices! I have orbit working so far as of today at 10:56am EST but much work to do :) Stay tuned for...
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Yeah, so. Hi. This is azureXtwilight , project lead for the game Onigashima was never supposed to be a horror game, it was going to be a battle shounen about fi...
Part of my writing process for SPINE was to write exploratory essays and conduct interviews on ideas that informed the project. The first interview in this seri...
Good day! Just a little update to say that progress on Arcane Earth has been a bit slower lately while I wrestle with some stubborn FPS issues. The game runs in...
This is going to be epic! I am completely disregarding the rigidbody phsyics in the 3.x+ version of Godot and writing my own kinematicbody realistic physics! Th...
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Hi everyone, I wanted to share with you what I consider the most important part of my game Penance : the duality between Faith and Guilt . From the beginning I...
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General Update PlinkIdle’s development is rolling along! We’ve been putting together a new build for web, which will likely serve as the teaser/demo version...
I gave up on this project twice or three times, but I always came back. I love it because it embodies the way I play the classic fantasy game, as well as the hu...
~ NOTE: This post is cross-posted from my blog ~ Composing X-YZE At the time of this post going live, my game X-YZE will have been out for 1 week. This is the f...
Part of my writing process for SPINE was to write exploratory essays and conduct interviews on design ideas that informed the project. In SPINE, its book is par...
Exploring the Haunted Boneyard Reach | The Labyrinth of Time’s Edge Adventurers, The journey continues. I’ve just released a new video showcasing one of the...
The Sins of a Space Knight Order are chosen at the beginning of the game. The tendency is to pick things that seem more or less harmless, although a cunning Spa...
When I first started working on Rust & Revenue , my goal was to take the essence of an 18XX economic game and compress it into a fast, solo-first roll-and-write...
Hello good people 👋 Still talking about the core mechanics. Currently, the game has several basic systems in place: Choice System Pop-up Choice Pop-up Scene...
☠💤☠Zombie Destroyer Music release 1.0.2☠💤☠ Zombie destroyer Release 1.0.2 Music https://www.producer.ai/song/d2c09897-4f89-4362-8cc3-3e46e758554c...
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One of the first design headaches we ran into was simple: What happens when the player keeps gaining +1 HP every level? If we didn’t adjust, the game would ge...
更深入地探索 NetCrusher 的世界 大家好!我一直埋头苦干,构建着 NetCrusher 的世界,说实话,我痴迷于让它感觉……真实。...
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Глубже в мир NetCrusher Привет всем! Я с головой ушел в создание мира NetCrusher, и честно говоря, я...
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Plongée plus profonde dans l’univers de NetCrusher Salut à tous ! Je suis plongé à fond dans la construction du monde de NetCrusher, et honnêtement, ce q...
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Diving Deeper into NetCrusher’s World Hey everyone ! I've been heads-down building out the world of NetCrusher, and honestly, one thing I’m obsessed with is...
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