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Game Devlogs About Game Design Page 3

Bugfixing the UI and the Editor Again...
3
8
Game Design
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...
Density Overlay and Shipbuilding Tweaks
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Game Design
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...
v155 - Ricochet mechanics update
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Game Design
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...
Character redesign!
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2
Game Design
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...
Dev Diary #10 - It Whale be okay (*minor spoiler*)
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9
Game Design
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...
1 file
November 2020 Dev Log
10
Game Design
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...
Modding Bugs and Fixes
8
Game Design
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...
Guppy - Designing Unconventional Input for Natural Movement
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Game Design
(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...
Event Generators
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6
Game Design
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...
New water! With waves, splashed etc
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Game Design
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...
Layer Brush
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3
Game Design
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...
NDH pre-release devlog #6
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Game Design
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...
Onto 0.3.3...
5
Game Design
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...
The Development Details of Guilty Parade
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4
Game Design
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...
2 files
2D Multi-Layer Tilemap Design in Unity
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Game Design
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...
Fog of War, Unit visions, Lights
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Game Design
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...
1 file
Behind The Bat: The Creation of HorrorVale
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7
Game Design
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...
Designing Islands
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Game Design
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...
DevLog 11: Unique Crafting System
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13
Game Design
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...
Collapsing Clans
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Game Design
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 & How pixel animations are made & What we been up to!
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Game Design
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...
Resolving Resolutions
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4
Game Design
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...
Total Battle!
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2
Game Design
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...
In search of a logo
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Game Design
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...
14K and big announcement soon!
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6
Game Design
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...
Episodic Release of Guilty Parade
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9
Game Design
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...
2 files
JUMP ROLL
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2
Game Design
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...
June Ends, Journey Continues
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5
Game Design
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...
Main gameplay update
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7
Game Design
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...
A closer look at the demo - Roadwarden Devlog
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Game Design
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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Done with Expressions (for the most part...)
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Game Design
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...
King's Comfort Trivia / FAQ
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1
Game Design
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...
May 2021 Roadmap - Preparing for release
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Game Design
Nov 2019 Dec 2019 Jan 2020 Feb 2020 Mar 2020 Apr 2020 May 2020 June 2020 July 2020 Aug 2020 Sep 2020 Oct 2020 Nov 2020 Dec 2020 Jan 2021 Feb 2021 Mar 2021 Apr...
Merry Christmas from Earl Grey... and a few more updates!
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Game Design
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 - Post Mortem/Game Design
Game Design
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...
April 2022 devlog - Visual leaps and bounds!
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Game Design
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...
Evolution of Blade Throw
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Game Design
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...
Belong Concept eBook
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Game Design
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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Wicklog 23: Here's the plan
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Game Design
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...
Mod Versioning
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Game Design
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...
Weekly Update #8 - Earthbound
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Game Design
-Recast - casts the spell a second time (effectively doing double damage) ^ Notice how the second time “Fracture” is cast, it shoots twice -Redeck - returns...
Some small updates from user feedback
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Game Design
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...
10 files — 0.3.3.4738344-55ccb35
Decision Text Parsing
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Game Design
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...
March 2021 Roadmap - Iterations upon Iterations
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Game Design
Nov 2019 Dec 2019 Jan 2020 Feb 2020 Mar 2020 Apr 2020 May 2020 June 2020 July 2020 Aug 2020 Sep 2020 Oct 2020 Nov 2020 Dec 2020 Jan 2021 Feb 2021 Mar 2021 Apr...
Fixing Bugs and Adding Decisions
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Game Design
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...
Dev Diary #14 - Life is a puzzle
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Game Design
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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Devlog (5/17)
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Game Design
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...
The Great Underground Level Design
Game Design
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...
Modding Discoveries...
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Game Design
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...
The Map of New Wenders
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Game Design
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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