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Tech Discussion Devlogs

Making a moddable game
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Tech Discussion
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...
DevLog 5: Art
Tech Discussion
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...
Everhood and the art of cleaning
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Tech Discussion
Intro As Everhood is getting closer to polishment phase, I decided to improve performance and bring better tools! Performance This will likely never happen beca...
Having any problem running the game??
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Tech Discussion
Seems that some people is having problem decompressing the game "NO FILES DOWNLOADED"... Is anyone else having this problem??? please let me know if it works f...
Developer Interview - Watch Now!
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Tech Discussion
Before Helios, STUDIO403 created A Scholar's Tale, an atmospheric visual novel. Recently, our game producer gave some exclusive insights into the production of...
New Dynamic 2d Water effect
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Tech Discussion
I really wanted to make a more dynamic water for Scatteria. Also it will work as limitter on some levels. It took me a way longer than I originally expected. Al...
How the field of view fog is achieved.
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Tech Discussion
This post is not a beginner tutorial, it is just an explanation about how I achieved the smooth fog effect in the game. To start off the game is grid based. The...
Weekly Devlog #4: Working with RPG Maker MV
Tech Discussion
--Introduction-- Hello, everyone! I will be doing weekly development log updates for a few weeks leading up to the release of Corrupted Oath . Follow me on itc...
Average Quaternions for Carried Items
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Tech Discussion
I wanted the item you carry around to always follow the player camera, but not perfectly. I wanted it to fall behind and catch up, have its own momentum. Parent...
Sprite creation: static champions
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Tech Discussion
With over 300 sprites to be made, getting this process fast and accurate is a Big Deal. I have begun work on a bespoke sprite editor that will help keep the art...
Creating a 3D Anime Character From Scratch (Part 3 – Texturing)
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Tech Discussion
Support on Patreon Subscribe on YouTube Join the community Discord In this indie game dev log episode, we will be continuing the development of Gabriella's in-g...
Everhood and LUFS
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Tech Discussion
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...
Behind the scenes: Pixel art in Unreal Engine 4
Tech Discussion
Welcome to ‘Behind the scenes’ a monthly approach to the development pipeline for Slice Back, in which we will do our best to explain how and why we are cre...
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SUMMER TIME
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Tech Discussion
Intro As everyone knows, we are in summer! Regarding Everhood, the development will maintain the same rhythm as before. Working on Everhood is rewarding! So why...
How to create new enemies in Soulash
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Tech Discussion
Hey guys, As promised in the last week devlog , this weekend I'll dive into explaining how you can modify or create content for Soulash. This will be a bit tech...
Netherguild and the Imprecise Hovering
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Tech Discussion
Netherguild and the Imprecise Hovering -Or, "how I fixed hovering over tiles without using colliders." A technical tale from my last update about stubbornness a...
DEMO IS OUT!!!
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Tech Discussion
Hello everyone! Guilty Parade's demo is finally out! Feel free to download and play it! We also will be happy to recieve your feedbacks! Let’s talk a little...
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Testing sprite creation
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Tech Discussion
Essenceborn is aiming to be a low-budget project so as to avoid the trap that many TCG games fall into where they are forced to continually release new content...
Combat Prototype v0.4.0 - Attack, Defense and Weaknesses
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Tech Discussion
Hello there! The Combat Prototype v.0.4.0 turns out to be way bigger than planned, what was meant to be just a feature update, implementing the ability to chara...
1 file — 0.4.0
Mouse-Looking Better
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Tech Discussion
In the first Foxhunt, I handled input, cursor-movement and mouse-looking all in the same block of code. I have since learned that these should be thought about...
New level!
Tech Discussion
Harder!...
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Pencil Peril
Procgen in Burning Knight: what's different?
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Tech Discussion
A few super simple examples, as seen in debug mode. Hey, so I know that these days all of roguelikes have "amazing procgen" listed on their feature list as if...
Adding new characters to Super Tilt Bro.
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Tech Discussion
The Super Tilt Bro.'s engine is now capable of handling multiple characters. That took a good chunk on work, but there is nothing to show. No ROM with hundreds...
Moving Better
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Tech Discussion
FPS movement was working okay in the previous Foxhunt, but I wanted to fix two major flaws: sliding up the steepest of hills, and bumping down a smooth incline...
Everhood and Scriptable Objects (Unity)
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Tech Discussion
Intro In the last devlog about Everhood code architecture, I've mentioned that we use scriptable objects. Let's see what is a scriptable object and how we use t...
Adding co-op?
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Tech Discussion
We're thinking of adding online Co-op to the game and we're doing some preliminary investigation to see if it's feasible. Adding online co-op requires a pretty...
Consistent world of Soulash
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6
Tech Discussion
Hey guys, it's been a while. Sorry I had to skip last weeks blog post. I was busy fixing bugs and polishing the game before 0.2 alpha release. In case you misse...
May 2019 Update - How modding works
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Tech Discussion
Welcome to the update! I had been hoping to show you giant mushrooms (which can be used as an alternate source of lumber) in this update, but it's still not qui...
Pixi.js performance
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Tech Discussion
Tails is run in the browser using PixiJS (a wrapper library for WebGL). Rendering performance proved to be a challenge. We went into the project thinking that p...
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...
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...
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...
Development Snippet - Yarn integration
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Tech Discussion
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...
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...
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...
Huge 'Magic by the Kilowatt: Demo' Update on May 25th
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Tech Discussion
Hey all, this is Kari. Around a year ago, I released a demo for my magical girl visual novel 'Magic by the Kilowatt'. I threw together a bunch of anime doll ma...
Basic Platform Movement Approach
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Tech Discussion
I made a quick video regarding the first iteration of the platform movement prototype, that will be up here on itch as soon as I fix the problems raised in the...
Working on new game mode(s)
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Tech Discussion
Long time no see! So it's been a while since I've posted a new build. But I assure you, I haven't been sitting on my thumbs! So I'm gonna talk a bit about what...
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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Modding Biomes...
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Tech Discussion
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...
Rendering on the Spectrum sucks
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Tech Discussion
The biggest problem for anyone writing games on the ZX Spectrum is not the CPU speed - the Z80 was actually pretty quick for the time - it is the total absence...
Things are going bad for Polar Moon...
Tech Discussion
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...
Ready for Alpha?
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Tech Discussion
Oh, the woes of using a plug-in. I thought "hey, I'll use a save game plug-in, that'll save all sorts of time". No. So after the plugin (which promised compati...
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...
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...
Almost Alpha!
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Tech Discussion
With only 1 more release to go before we have to be 'feature-complete' for Alpha, we are focused on getting those last items checked off. In this build for Wind...
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...
Linux Pre-Alpha 2, Android Pre-Alpha 5
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Tech Discussion
Work continues unabated. We've finally added the last really critical unit for the early stage of the game, the Airwell. For those of you who think we're making...
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...
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