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Tech Discussion Devlogs

HowTo: Painless Translations in Godot
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15
Tech Discussion
Yo, what's up! We've been a bit busy lately with the ongoing campaign, but we figured it's about time we made another HowTo post, this time: TRANSLATIONS!! (cue...
Open world with impossible spaces
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Tech Discussion
Let's talk about making an open-world with impossible spaces. The concept and some details. But first, why would anyone want that? Impossible spaces encourage e...
HowTo: A Simple Dialogue System in Godot
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Tech Discussion
Sup y'all, long time no see! Our last devlog seems to have sparked quite a lot of interest in how we've built our game, so we though why not give it another go?...
Benchmark: C compilers for the 6502 CPU
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Tech Discussion
Benchmark: C compilers for the 6502 CPU Adding a C compiler in your game's toolchain is not an easy task. Each have their own strength, and weakness. You may wa...
HowTo: Drawing a metric ton of bullets in Godot
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Tech Discussion
Small updates as of January 12: References to Image updated to the Texture type, as this is the type we are actually using in our examples. Drawing logic can...
Tutorial: Basic Skeletal Animation
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Tech Discussion
I’m very lazy and dislike hand-animating. This is a problem in game development, so I have a workaround. The above animation is skeletal instead of hand-drawn...
#4 Weather effects and storybook art style
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Tech Discussion
Hello everyone! A very Merry Christmas and soon, - a happy new year to you guys! It's been a long time since the last update. The good news is that this is be...
15 months of progress
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Tech Discussion
Looking back at last 15 months Looking back on my internal changelog, in this time I fixed 553 bugs, added 415 new features, released 883 experimental builds an...
#3 Building a neighborhood
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Tech Discussion
Hi! It's been a long while since the last devlog. True to the themes of Forgotten Fields' story, gathering momentum and and keeping work going at a steady pace...
Fire And Ice Profile
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Tech Discussion
Breathing new life into classic NES games by magically converting it into 3D and letting you play in VR
To animate or not to animate? (Devlog entry #001)
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Tech Discussion
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...
Hunting for Perfect SSAO
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Tech Discussion
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...
Optimisations
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Tech Discussion
Quest 2 is coming. More powerful! When I read specs for Quest (1), I thought that it's not going to be that much different than PC. It has 8 cores, right? Oh...
Creating a 3D Anime Environment in Unreal Engine: Project Feline Indie Game Devlog
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Tech Discussion
In this devlog episode, we'll be exploring the lighting process for the environment for my indie game—Project Feline! We'll be exploring how I made use of Unr...
New Release: TrueState 2.3 and TrueState Plus Beta
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Tech Discussion
Hey Gamemakers! The new, 2.3 version of TrueState is now available for download. The changes are pretty minimal. I wrapped all of the functions into a single...
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Implementing and optimizing our Level Generator in Unity
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Tech Discussion
Back in May, we talked about the algorithm we’re using to generate the overworld for Fireside. Today we’re back to talk about that some more! When we left o...
Performance Experiments
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Tech Discussion
I was worried about the unwieldiness of my DynObj class... the script that is attached to virtually every object that moves in the world, from buttons you can p...
Upcoming 2.3 Changes
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Tech Discussion
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...
Tech Talk: Rendering in DT3K
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Tech Discussion
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...
#1 Building an ocean
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Tech Discussion
Hello! A lot of progress has been made since the last devlog. I've spent the last week or so working on one of the most important exciting scenes of the game -...
The hurdle no one thinks about
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Tech Discussion
So gamedev has been progressing... slowly... the reason why is for two incidents that happened with the game. This is going to be very long and probably boring...
Adding Characters to a videogame: art, expressions, dialogue and fake voice!
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Tech Discussion
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...
Real time online gaming with the NES
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Tech Discussion
Super Tilt Bro. is not a retro-game. It always tried to be a modern game on retro hardware, and modern games are playable online! We "simply" put a WiFi chipset...
Ladders!
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Tech Discussion
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...
Demo bug fixes!
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Tech Discussion
A new version of the Sizeable Demo has just been uploaded! It doesn't contain any new levels tho, sorry! The reason why is because I don't want people to just s...
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Controller Support & UI Optimisation in Unity
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Tech Discussion
Greetings! As a studio , we want to create games that touch people in deeply meaningful ways and to put something out into the world which has a positive impact...
FamiStudio needs Linux testers
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Tech Discussion
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...
Elevator!
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Tech Discussion
I have a working elevator in my mountain now! Seems like a simple thing, but to get here I had to tear up a lot of code and reconsider so many parts, all the wa...
Animator State Machine AI
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Tech Discussion
I'm polishing the Richter boss fight in the Night Market. I've achieved a decent AI by combining her animator state machine with her AI logic, augmented with ex...
Composition of Layers
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Tech Discussion
Hey everyone, first, thank you for the overwhelmingly positive responses to the game :) I have learned a lot! And I have some homework to do (looking at you, pl...
Devstream tonight! The latest devblog, and a reminder of the best places to stay in touch!
Tech Discussion
Hello Folks! Just a quick cross post to remind you that you can stay in touch with OFF GRID dev via our devblog , chat with us about it all on our Discord serve...
What the heck is taking us so long?
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Tech Discussion
When the runtime was just a simple HTML5 JS based engine things moved so quickly and never the hint of a "Segmentation fault". Moving onto C/C++ is a bit more d...
Framework used for making Quinta essentia engine is now open-source
Tech Discussion
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...
The future of PixelTwips (Beta Update - January 24, 2020)
Tech Discussion
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...
DevLog 20: Twitch integration in Death and Taxes
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Tech Discussion
Hello peeps! Oak here! As chief shitposter and coder extraordinaire, I'd like to talk to you a little bit about Twitch integration. I implemented a way for Twit...
DevLog 19: Making a Trailer for a Non-Action Game
Tech Discussion
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...
Under the hood of the procedural music in The Sapling
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Tech Discussion
The arrow button above plays a short excerpt of what the music in The Sapling sounds like. I hesitated a long time before I settled on this musical style. Norma...
On using Godot for Gardenia
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Tech Discussion
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...
Creating a 3D Anime Character From Scratch (Part 7 – Animation)
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Tech Discussion
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...
Proximity-based "Holes"
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Tech Discussion
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...
Creating a 3D Anime Character From Scratch (Part 6 – Rigging)
Tech Discussion
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...
"Thingness" and Inheritance
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Tech Discussion
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...
The State Switcher
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Tech Discussion
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...
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 7: Writing
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Tech Discussion
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...
Developer mode features
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Tech Discussion
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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issues with heads in multiplayer VR
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Tech Discussion
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...
DevLog 5: Art
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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...
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