Tech Discussion Devlogs From Those You Follow Page 22
Little discaimer: Before you start reading, this article is something in between technical and game design, as "game design drives technical decisions". This we...
Unity Animator have a very neat trick. You can define parameters and use them to define conditions for transitions. No need to write custom function for each t...
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...
Updated some of the project tech dependencies to some newer versions to test them out...
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this info/tips post assumes you actually read all the instructions on the rgbitsy page to know how it should be used!! this is just some things to know and ke...
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Hey Team, Quick post: Just wanted to let everyone know that I decided to upload the assets, project files and source code for Bizzarioware. These assets are ava...
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Hello Everyone, i'm Ervin Ahmad Nur Hidayanto, Game Programmer in 4Happy Studio. I'm currently a programmer at Game Developer, I'm familiar with the C # program...
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...
The game is now complete with all 4 levels! It can now be played either with a keyboard or a gamepad...
Hi folks, I have recently finished porting Gardenia to Godot. It was my first complete project using the engine and I wanted to share some notes and thoughts. D...
Hello there! It’s a me, Chris. I’ll be writing about how we accomplish different things in the game on a technical level. So massive desillusionment (if tha...
The Genesis graphics were organized in two plans plus sprites. The most common way of drawing things in a platformer was to use the background plan for some bac...
Blocks of Code Thematically, puzzles in Gitch respresent blocks of source code. The 'block' is composed of several smaller pieces which can each be removed and...
After publishing the prototype demo of Irena Genesis Metal Fury on SEGA Genesis / Mega Drive, we continued to develop the game with the goal of creating a new d...
| --- Level Editor V1.0 --- | Hello! It's been a while since the last update for Micro Kitty, but I'm here to let you know that development is still ongoing. Th...
This game was ported to Android. If you play it, you MUST remain landscape at all times, rotating the screen will rotate the game too, but it's too disorienting...
Com ajuda do pessoal do Twine Forum , eu estou conseguindo progredir bastante no jogo. Depois do sistema de movimentação no mapa estar pronto, eu tive que ref...
During Lily Lander’s development, I experienced a lot of trouble with macro assemblers. As a first project on the C64, it took me a while to find what worked...
Hey ! We discovered several bugs with your feedback so this is a list of bugs fixes : - Spamming space bar - Several fight appearing We have also reduce the h...
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Shrine Maiden Shizuka is a metroidvania that targets the SEGA Genesis. Programming for this kind of old hardware is difficult as there are a lot of technical li...
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So last time I was working on Morpheus (now almost 3 months ago 😞 I rewrote the canvas renderer to render all scenes in a single canvas rather that one scene...
When the player needs to deposit a carried Item somewhere to advance the game, a key in a lock for example or a certain colored cube in a certain shelf, I call...
Some technical demonstrations. Optimizations behind player's screen...
Devlog as of Nov 10th It's been a month since the team has been able to meet up in a meaningful way. To get things rolling our lead engineer, Jac, helped get ou...
Just added some good music for the title screen and the tutorial Also added a high-score element...
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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...
October 31st, I will announce new major update of CAPGRAS. Stay tuned...
In the first game, "state" switching of top-level "things" was handled by an ad-hoc network of scripts (see The State Switcher , previous post). Now I hope my...
Let's call the top-level objects in my game, which need to take player interaction and change states, let's call them Dynamic Objects (DynObj). For my purposes...
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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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...
We're now entering the "hard work" phase of work on Harmonic Odyssey's systems. Luckily, it's also the fun part. With the battle system functional, working on...
Hello everyone. Oak reporting in. Time for another devlog! We're gonna talk about writing. Gamewriting, in particular. Writing for games. For Death and Taxes. S...
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...
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...
Day 1 had its fair share of interruptions. Although technically not over yet, I have my sister's birthday celebration coming up tonight and I still need to bake...
Once you enable developer mode setting, a number of keyboard shortcuts become available: ~ - show console TAB - show minimap F2 - show profiler F3 - Show Bullet...
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The previous entry in this devlog concluded that, before implementing new characters, we needed a storage format for them. Indeed, making a new character for a...
The Brass Brigade Demo has been updated to increase performance related to explosions and correct a technical issue that could cause crashing on 32 bit systems...
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This is the final post in a series discussing how the different time manipulation abilities in Worldline were implemented. The first five are here: Pause Slow R...
PLAYER EXPERIENCE GOALS Art Is the environment draw the player in and spark curiosity to explore? Do you feel encouraged to be curious and explore every nook an...
Good tidings, reader! Oak here, again. As we've teased in previous weeks, we are keen to share the way we handle our art pipeline. It can be a super-long proces...
Since the game was made in a short period of time it had a lot of bugs... most of the errors are now fixed. Now the game would be enjoyable!...
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This is the fifth post in a series of posts about how the time manipulation mechanics were implemented in Worldline. For the first four, click on any of these...
This is the 4th is a 6 part write-up I've been doing about Worldline's time manipulation mechanics. You can find the first three here: Pause Slow Rewind Fast-fo...
Hi everyone! This is part three in a short series of posts I'm doing where I cover each of our time manipulation mechanics in Worldline. If you haven't seen the...
Next up on our list of time-altering abilities is slow essence . If you haven't checked out the first write up on pausing time , click here . One of the trickie...
Since I did a technical discussion about how we came up with and designed essence overall, I thought it might be fun to do write-ups regarding each specific pow...
In Search of Monster (placeholder) Monster Concept Art Credits A. David Anweiler Psysquatch is a reptilian big foot, psionic-based life form. Below is the thri...
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