Game Devlogs About Game Design Page 3
This will be a short log entry even though a lot of work was done the previous week... A bunch of bugs were fixed but another bunch of new ones appeared to repl...
This weekend I continued the work on 0.3.3.1 by fixing some UI issues and improving some overlays and behaviors. Here's a short summary: Fixed: “Set initial p...
Updated the Ricochet pattern for lerpers so that it bounces off of broken tiles (similar to the Shopkeeper's spinning saws). You can now do neat combos with Orb...
It's been a while since our last post, so I decided to share some news about the development. Sometimes when you are working on a project for too long, you have...
Hello Earth-d(whale)llers! It has been an over-(whale)mingly isolated year & its tricky to be working from home on any kind of project, but our team took it up...
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Hey folks! Hope you are all doing spectacularly! I'm still trucking along on this update and I'm starting to get close to a beta build candidate. This month I f...
The editor rework needed to fix drainage regeneration was finally completed early this weekend. With that, I moved ahead and fixed the other big issue plaguing...
(originally published on Gamasutra ) Input conventions exist for a reason - you don't want to needlessly confuse the player - but sometimes it may be interestin...
This weekend I worked on, and finished, the event loader that will be used to read and parse event mods. From there, I started working on 'Event Generators'. Th...
I´ve lately been programming the multiplayer code for Scatteria. For me its totally new area to tackle, so it has been bit hard. I am trying to finish the netw...
Turns out adding a brush to paint 'layers' was much more troublesome than I expected it to be. The biggest complication came from the fact that, internally, lay...
Summary : Man there's gonna be some good stuff real soon just you wait and see. New Stuff : Added a new feature to the telemetry: Camera tracking! Now I can see...
Now that 0.3.2 is out of the way it is time to start working on 0.3.3. For those who are unfamiliar with my development schedule, I mostly work on the project d...
We would like to tell about the plot and the development details of Guilty Parade. The desire to create our own game appeared a long time ago, but the concrete...
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In 2D game design, it is essential to have an organized and efficient way to determine how our tilemaps are designed and how they interact with each other. This...
Why not, I thought. Get right into the thick of things. This is the first blog post by Craftsman Games, and I set myself no less than to document the developme...
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Hello, and welcome to a new potential series of blogs known as "Behind The Bat", where I do a deep dive into the inner workings of Batworks Software to discuss...
Dear Ballonists, Travellers, Story Seekers, this time, we want to give you a glimpse at how we at Studio Windsocke design the levels for Passing By - A Tailwind...
Finally, it was time to add a proper crafting system to the BLASTRONAUT game. However, when I started looking around for inspiration, it turned out that in most...
Last week was very productive. I finally got a hang of the extreme splitting and spaghettification of tribes. The current behavior is still somewhat janky but I...
2019 is here to stay for another year! We have been working hard even if it been holidays. Seeing comments and feedback have really boosted us to make this into...
320x180 So I'm revisiting the topic of resolutions again, because I like talking about it. Last time I talked about how I rolled with 480x270 in Nemoral because...
It's been quite a while since I uploaded the devlog... These months were difficult being locked at home with the kids, even though I was able to make some progr...
Even something seemingly simple as a game logo requires a lot of though and discussion. This process usually involves starting out by creating a bunch of diffe...
Sizeable has reached 14K downloads on itch.io! Thans again to everyone for playing! Here's a screenshot to celebrate the milestone! I'll have some bigger news t...
We have been thinking for a very long time and finally have decided. The game will be divided into 5 episodes that will be released as they are done. An episodi...
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Dodging and jumping are some of the common ways to move in videogame battles. Sometimes when those battles get harder, the player has to jump and move at the sa...
It's been two months of working on Beyond You! behind the scenes, with no gameplay updates in that time. There has been general updates in that time, of course...
Smear effect for player movement First of all we added a smear effect on when Red is moving and jumping! Thanks to our discord member Kirby and PhillipL for the...
The first version of the Roadwarden ’s demo has gathered quite a bit of attention. Thanks to all the comments, suggestions and testing, I was able to gather e...
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This weekend I finally managed to implement the last feature for mod expression parsing which was function attributes. It turned out to be much more complicated...
Much like the "FAQ" we wrote up in the Northbury Grove devlog, we are also gonna write up some general trivia about King's Comfort as well. Beware, if you haven...
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Earl Grey here, wishing you a most joyous holidays. My task for the day is to teach these beloved Tea Minions of mine how to properly carol. What plans do you h...
Bearied Treasure is a game made for GMTKJam 2018, who's theme was "[GENRE] without [MECHANIC]". We attempted to make an action game without a weapon, a metroidv...
Hello folks! It's a new month, and time for a new devlog! I've split this one into two parts - the video part here, then a text part below. Video topics (roughl...
1. I wanted to make a spell inspired by Draven's catching axes from League of Legends. (Linked below) I also was inspired by https://twitter.com/worms____/sta...
New Trailer! It has been three months since Belong has been released! Thank you to those who have played, especially to those who have left kind words. To those...
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Back in the states. Stugan was great, friendship is the real treasure , etc. Reflecting, one of the things I heard the most from visiting industry professionals...
The integration process continues. This week I mostly worked on the integration of event mods and event generators into the simulation. For that I tried to repu...
-Recast - casts the spell a second time (effectively doing double damage) ^ Notice how the second time “Fracture” is cast, it shoots twice -Redeck - returns...
I got a nice thorough round of user testing, which is such a great and useful experience! A lot of the feedback was very helpful and I've pushed a new build tha...
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The work on event generators is basically done and I created a basic unit test to validate that event mods are loaded and that event generators are properly cre...
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This weekend was a slower than usual, but I managed to to fix a bug that has been annoying me for a while. Sometimes, unpopulated pieces of land that weren't ad...
Hello Earth Dwellers & Puzzle lovers! 'Gear' up for our upcoming final beta demo release at the end of June, this demo includes an updated version of particular...
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Hi!! Just a big ol list of things I've been working on. Sorry if my thoughts are a bit disorganized or unclear! Please feel free to drop in the comments + ask m...
Summer Summary My last development blog entry was posted on 3 of July. That’s quite a while. The main topic of that entry covered my struggles against the evi...
This weekend I have been mostly spending time thinking and writing event modding design documents. I still managed to write quite a bit of code but nothing I ca...
Hello! On this post, I will write about something very important that we have been working on for a long time: the map of New Wenders! We're not Bethesda, so we...
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