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Tech Discussion Devlogs

π√ - Video Devlog 1 & 2
Tech Discussion
π√ (aka Piroot) is a metroidvania game that spans a fully realized planet. It is still very early in development but I've released a short demo here on itch...
HTML Elements
Tech Discussion
This week I implemented a couple of html/CSS ui-overlays onto my game. I’ve also been working on organising my code into Game states. Using switch statements...
Avatar movements and Flying objects
Tech Discussion
Last week I was looking at shadows and fog separately afterwards I created a sketch that had both in. This week I’ve been working on the mechanics of the game...
Hyper HD coming to Mac & Linux
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Tech Discussion
Hello everyone! I'm happy to announce that Hyper HD will be ported to Mac & Linux. Not only the currently available free demo, also the full version which is...
Shadows, Fog and Materials
Tech Discussion
This week I was looking into how to make my game more atmospheric. I practised implementing shadows and fog. First, I added fog. To do this I used an ambient li...
Now with installer
Tech Discussion
Hi again! Now we have a installer. Looks pretty official to me. Just that. Thanks :)
1 file
Getting started with Three.js
Tech Discussion
Getting started getting to grips with Three.js this week. To start off with Three.js I began by creating a simple rotating normal material cube. The ‘Hello Wo...
Tech Demo
Tech Discussion
Tech demo presentation of the main procedural features in Miles Infernum
V1.1 bug fix + support manettes
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Tech Discussion
V1.1 Ajout support manette de jeu. Le deuxième joueur peut rejoindre la partie en cours en appuyant sur Start. Correction de bug : La vie ne revient pas à...
3 files
New effects
Tech Discussion
Something about lights and magic winds. Don't worry if it looks kind bad. It will get better. Thanks.
1 file
Dark Harvest: The technology behind the game
3
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...
v1 progress, but better
Tech Discussion
This build is ready for new players. We already know that when the combo card is showed, the stats can be wrong, working on that right now. Sorry for any issue...
1 file
Wind and snow
Tech Discussion
In this update we got wind and snow back. Also, we added some new stuff to the diary. Hope to launch soon. Thanks for being.
1 file
Graduating from Cube Levels
Tech Discussion
Those of you who have been following the development may notice that the visuals have taken a step back, and that this level is much less dense with interaction...
1 file
Can you see these colors? - Nov 7
Tech Discussion
Everything has gotten a color face-lift with a new palette. One of the steps necessary to making everything feel like it belongs together instead of a random mi...
Design Hero on Steam
Tech Discussion
Hi Design Heroes! The game was just released on steam and other platforms today! https://store.steampowered.com/app/697880/Design_Hero/ The ones who played it...
2 files
[Spoilers] How The Game Works
Tech Discussion
Thanks for playing my 2018 #procjam entry! This is a short post explaining the tech and implementation of Nothing Beside Remains . It's designed to be read aft...
Improving Pathfinding
1
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...
Demo Release
1
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 (...
1 file
The Lost Demo
Tech Discussion
The download link is finally up and running, I hope everyone will enjoy the demo of this game set to be released 2020!
1 file
Map generation in Escape from Aeon
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4
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...
Even bigger update!
Tech Discussion
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...
1 file
Update and testing help request on MacOS Mojave
1
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...
1 file
The sound design of MineRalph + Music Examples!
3
Tech Discussion
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...
Movement & Slow-motion
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Tech Discussion
V 1.0.2 Hi everyone! As a few people have been asking for this, I'm proud to announce slow-motion is now part of the engine! WHAT DO YOU EXACTLY MEAN BY SLOW MO...
Taking an object on the screen
Tech Discussion
Hello! I want to talk about how I put an item on the screen to collect, if I had more time or I could make the game longer, there will be more items to collect...
World Loading
2
Tech Discussion
Another installment in the new game Sea Titans from Salty Sea Dogs, LLC. Covering some of the basics of the world generation and rendering. Focusing on loading...
1 file — 0.1.636.29
Unity Scripts
1
Tech Discussion
I've uploaded some of the scripts I used for the game to my github, here . There is a "ragdoll puppetry" folder therein with a ReadMe that should show a bit abo...
How Ley Lines was made - 80 level article
3
Tech Discussion
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...
Road to November
1
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...
1 file
Port to Godot 3.1
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Tech Discussion
Hey there! Since Godot 3.1 is on alpha stage already I'll start porting Moon Cheeser to its updated version! Moon Cheeser was my first game published (and finis...
Source Code now available
Tech Discussion
Since it's been a few months now since the initial release of ChibiMaw for the OMGJam (4) we've decided to release the source code for viewing. It is untidy bec...
1 file
Pong in C with Source Code!
Tech Discussion
Hello everybody! I've been really interested in game programming from scratch (no engines) ever since I came across Handmade Hero so I decided to start building...
2 files
Adaptative Music
2
Tech Discussion
Adaptive music is in general a re-orchestration of a music proposed as an alternative of ambience, with additions of some effects or different sounds, but nothi...
1 file
A* Pathfinding test
1
Tech Discussion
A test of the A* pathfinding algorithm implemented for the game in a single unit, to be use for the population Mechanics that will be added to the game, Color c...
The Swarm 1.0.4
Tech Discussion
Hi! The following is a more technical discussion of the release notes for v1.04 of The Swarm, seen here . Weapon Penetration I've modeled a semi-realistic weapo...
4 files — 1.0.4
FPS Graphing
Tech Discussion
FPS Graphing When I took over for the original lead programmer on the HyperBowl attraction game over fifteen years ago, one of the first things I did was to ad...
Emulating random numbers on the web
Tech Discussion
Patrick's Pocket Challenge is a procedural puzzle game for the Nintendo Game Boy. Until now, you had to download the Game Boy ROM to your computer and play it l...
Writing a Networked Game (and an update!)
1
Tech Discussion
Writing a networked game is hard (duh). There are factors in multiplayer games that you don’t even have to consider for singleplayer games. With singleplayer...
4 files
A Unity Readme
Tech Discussion
It’s been bugging me for a long time that I can’t easily annotate GameObjects in Unity, so I waste a lot of time staring at them like a puzzled archaelogist...
Update to the Actual Unity version for MAC support
1
Tech Discussion
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...
Let's talk about gameplay...
Tech Discussion
Graphics good, but no gameplay. (c) People, who played with me on the last build, said that graphics looks good, but you need to add more interactive things and...
Taking Game Audio to New Heights
Tech Discussion
(Warning: Celeste spoilers are in this post) One of the reasons I found myself playing through all of Celeste this year was because of its killer sound design...
2 files
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
Sherlock Jack Devlog
Tech Discussion
Several weeks ago, some friends of mine were playing a tabletop mystery game where we were investigators, helping Sherlock Holmes chase after Jack the Ripper. O...
1 file
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...
2 files
Adding AI to Space Wars: Ship Battles - A tech discussion about bots
1
Tech Discussion
Hello everybody, as some of you might know, I am currently developing a multiplayer game called Space Wars: Ship Battles. Everything is coming together nicely...
Post-Development Thoughts
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3
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...
ok wait but how'd you do that in bitsy
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6
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...
RE4: Otome Moving to Tyranobuilder Engine
1
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...
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