Game Devlogs About Game Design Page 4
A lot of people have been asking us, when will there be more levels? Well, instead of just saying, how about we show you what went into the next three levels, t...
Twitter - Facebook - Steam Wishlist We’re well into August already and it seems like the summer is flying by! This month had a wide variety of activities...
I still have a ways to go to hit the look I want out of Auto Fire. All my visual assets so far are bought from the Unity Asset Store, or made by me (and I am no...
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Hey everyone, Paul already told you something about our future plans last time, I would love to share something I have worked on the past week! With the start...
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Hi everyone! A quick little update on the progress of the full version of Sizeable! I've been working on a new level this weekend, a space level! Here is a gif...
Headliner: NoviNews puts the player in the shoes of a national news editor, deciding which articles get published every day, and watching as the world around re...
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Hi everyone, Just wanted to post some videos of new levels for the full version of Sizeable. I know not everyone follows me on twitter, so here you go!...
Fast-action twin-stick shooters can be made much more enjoyable with aim assist. Aim assist is used to detect a target in a narrow search area, and then adjust...
As I mentioned last week, I'm currently on a weeklong vacation trip. Though I knew there would be quite a bit of time during the trip where I would have nothing...
This is the mx2 source code for VivaMortis. MX2 is a fork of the monkey2 programming language. There are a number of support file not included (sound and graph...
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Hi all, I’ve recorded a new video update! This one talks about the interface changes I’ve been working on recently, and how they are effectively a detective...
Hey all! This is a little late thanks to being sick in May, but as usual, I've got this in two halves - a video part first, and a text/images part below. Video...
There was a brief time in the 80s when 3 game consoles coexisted on the market, the Atari 2600, the Odyssey and the Intellivision II.The later, when I first met...
We're neck-deep in updating the chatting interface for the new We should talk , and we're really excited to share it with you! Check these smooth bubbles out: W...
Hello! This week I've spent some time working on a crucial part of the game: Flashbacks! The flashbacks hold some very important story moments, and they have a...
Back again with a bunch of Comet development updates. @drew has put in a bunch of work since we last checked in. A big focus this month was making the critical...
To create the Dystopicon room we wanted to use the door as a vanishing point. It is the place that the player looks at and the central axis of the composition...
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Tri Shot - doublecasts when Trinity is charged. Added a new mechanic to the game called Trinity . After 3 stacks of it are charged (by casting spells) a spec...
I do really like roguelikes and roguelites. It actually doesn’t matter if it is a classic turn-based rougelike, a 2D platformer, a top-down dungeon crawler, a...
Hi folks! I am striving to find a good, additional game mechanic to deepen the gameplay in battles, e.g. adding more "live" or "awareness" for the player to enj...
Finally, we are ready to publish the results of our work at the moment: The script of the common route is almost written, it remains to complete one important...
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We talk about how we design and write for our game Luckless Seven and give a short update on what's new! More Gifs below! Hi there! Tyler here. Hope your week i...
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We've experienced that the size of sprites in the game is of great importance to the project. Graphics based on the size of the field 8x8 pixels and graphics ba...
Have you tried Hero Express yet? If so you probably know the game power-ups, but let's introduce them anyway. The Jumper , a powerup that allows the player to...
This weekend was spent trying to fix all of the issues with saving and loading worlds and I think I fixed most of them. At this moment it is possible to save a...
Hello Sea-lovers, Happy post Mother's Day to our mommas & all the Supermoms out there, in here & everywhere :D --- This week from SAMUDRA; Who says that campfir...
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Hi there! After taking a break last week for the Defaction announcement, we're back with a regular devlog. But before we get to the "dev" part, there are a fe...
We were so excited to share the Crimson Spires demo with the public this week! At this point in our development, the game is approximately half complete. A lo...
Hi everyone! I've just completed the Demon's Hymn 2 release trailer, and I thought I'd share that along with some of my thoughts about the game's development. P...
Last week, on June 11th, the new & improved version of Fireside made first contact with its players. This was an exciting moment for us as developers since it w...
Hello! It's time for another devlog, this time about Brassica 's narrative structure and the way you can influence the protagonist's, Saffron 's, personality...
The most important thing in a good graphic adventure is, of course, the dialogues and story. When designing Duck in Town interaction system, we had clear what f...
I’ve been working on quite an exciting new feature for Shadows this month: Procedurally generated ventilation shafts! If you don’t play many games then that...
I recently posted a video on my twitter of the new Medieval themed level for the full release of Sizeable! I thought I would share some screenshots on here aswe...
- Spell enhancements prototype I've played lots of games with randomly generated loot with "modifiers", where different a Sword might drop as a Sword of Burning...
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Hey folks! We've just posted our second devlog, this time looking at how Scarlet Hollow's hidden relationship system works, as well as the design process behind...
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Progress has gone fairly well during the month of March! Most of the work done was more in the behind-the-scenes part of the engine, so I haven't been updating...
Happy Good Friday folks! This week we reworked the opening interaction during the Prologue :) This scene had always been designed with this final sequence in mi...
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Now that I've introduced VERGER, my hope for this devlog is to do a series of semi-technical design and development posts. I am very much self-taught in this w...
Hello everyone! I have been working on the main user interface (UI) for Crumbling World . UI is an essential part of any game, as it is one of the main tools t...
Hey guys! It's been a heck of a long time since I've posted here. The game's not dead or anything, and I've mostly posted occasional progress updates on my Twi...
Just throwing a few low-poly rocks together and walking around! I figured after about a year of tech discussion, my followers would want to see some ARTWORK fin...
Actually I'm almost done with the first weapon in the NeonCode sequel. Now I'm making smaller steps as I done with the first episode. So, thats why I'm working...
The inspiration behind Netherguild After launching an early alpha demo , I wanted to write an article about different games and media that inspired my developm...
Heya Dreamers! This week I'd like to share a little bit of our Concept Artwork for some of the levels that will be featured in the final game :) (From top to bo...
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Hi! After the post about the functional planning of the music in //TODO: today two weeks ago, today's devlog will go into more detail on how all the tracks ar...
A new crew member reports for duty! Hi, I'm Ksawery and I've joined the team as a producer. Time for a quick rundown on the project! DEVELOPMENT We are finishin...
This post was originally written in Chinese Summary Stop Eating is an action puzzle game inspired by Invisible, Inc. and its designer’s GDC talk . In the gam...
Hello everyone! The game has been in development for some time, almost two years now. During that time we developed four prototypes, which you can see below. It...
Working on the game we have to overcome many difficulties and work out the most comfortable schedule. Not everything is smooth, something is done reluctantly (l...
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