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Game Tech Discussion Devlogs

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...
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?...
Implementing simple slow-mo effect in GameMaker Studio
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Tech Discussion
While working on my entry for Pirate Jam 2019, I was happy with parts of the game, but felt gameplay lacked the fun factor. At the time I had just learned parti...
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...
how this hot mess was made and hot glued together
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Tech Discussion
ok peeps so.... IF YOU DONT KNO HOW TO DO MORE THAN 3 COLOURS or like exit-from-dialogue then lenny's FAQ is here so i drew it in colours with my established c...
Skeletal Dance Party đź’€ Procedural Level Generation
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Tech Discussion
Here is a little article describing how levels are generated in Skeletal Dance Party. It is released for #notGDC 2019, the game development non-conference for e...
How the field of view fog is achieved.
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Tech Discussion
This post is not a beginner tutorial, it is just an explanation about how I achieved the smooth fog effect in the game. To start off the game is grid based. The...
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...
Adding new characters to Super Tilt Bro.
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Tech Discussion
The Super Tilt Bro.'s engine is now capable of handling multiple characters. That took a good chunk on work, but there is nothing to show. No ROM with hundreds...
Moving Better
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Tech Discussion
FPS movement was working okay in the previous Foxhunt, but I wanted to fix two major flaws: sliding up the steepest of hills, and bumping down a smooth incline...
Average Quaternions for Carried Items
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Tech Discussion
I wanted the item you carry around to always follow the player camera, but not perfectly. I wanted it to fall behind and catch up, have its own momentum. Parent...
Procgen in Burning Knight: what's different?
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Tech Discussion
A few super simple examples, as seen in debug mode. Hey, so I know that these days all of roguelikes have "amazing procgen" listed on their feature list as if...
Mouse-Looking Better
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Tech Discussion
In the first Foxhunt, I handled input, cursor-movement and mouse-looking all in the same block of code. I have since learned that these should be thought about...
[LD43] Graphics Breakdown
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Tech Discussion
Since there were a few questions on how we achieved the graphics for Ludum Dare game Deadline of the Dead , here’s a brief breakdown of how everything was pu...
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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Tech of Rift Core - Breakdowns
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Tech Discussion
Hey all! It's been a couple of weeks since we released Rift Core. In that time, I've been writing some tech-oriented blog posts about the visuals in the project...
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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...
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...
Pixel Perfecting the DOM: Rendering in Memento Mori
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Tech Discussion
Memento Mori is built in Twine . Being a web developer, using the DOM instead of a purely Canvas-based approach to build responsive, progressively enhanced layo...
One Button to Build Them All
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Tech Discussion
When we worked on FRIGŮL during the game jam, I didn't really have the time to look into our build system. I just had 5 minutes before the deadline and went fo...
Roomies - 3D Content Creation
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Tech Discussion
Hey Party People, My name is Jon and I was the 3D artist and project manager for the Global Game Jam 2019 game, Roomies. As 3D artist I was responsible for all...
procedural level generation using impossible spaces
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During the last few days, I decided to focus a bit on level generation. I wanted to try adding new variations for existing generators and clean up generation co...
HowTo: Painless Translations in Godot
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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...
multithreading
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Tea For God is a VR game. This means that it has to render two images for each eye. And it has to do so in 90 frames per second. There are several approaches to...
Map generation in Escape from Aeon
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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...
Consistent world of Soulash
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Hey guys, it's been a while. Sorry I had to skip last weeks blog post. I was busy fixing bugs and polishing the game before 0.2 alpha release. In case you misse...
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...
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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How to create new enemies in Soulash
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Hey guys, As promised in the last week devlog , this weekend I'll dive into explaining how you can modify or create content for Soulash. This will be a bit tech...
The procedural story-driven design of 20'000 Atmospheres!
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I have done 90% of my development for 20kAtm using test levels made by hand, which is kinda ridiculous for a procedural dungeon crawler. But hey, better later t...
How I Did It: Or, How I Learned to Stop Worrying and Just Write This Freaking Production Processes Devlog
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Hello, all! Carrot here! When I held my Twitter poll for devlog topics, production process won by a landslide, which means it's time to take a Deep Dive™ into...
Animator State Machine AI
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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...
The hurdle no one thinks about
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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...
Debug.log("Merry Christmas")
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Well,here is our second devlog !So exciting :D During the last 2 weeks,Everhood underhood code has undergone a huge change.In fact, it's not the same code, all...
Devlog 7: Writing
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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...
Controller Support & UI Optimisation in Unity
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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...
Take it to (LĂ–VE) 11
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Have you ever heard the expression "ripping off the Band-Aid?" So, Refactor is written using LĂ–VE , which is a wonderful little game-development framework. LĂ–...
4 files — 0.3.3.0-9c9a619
The Importance of Post-Processing
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For Foxhunt 2018, the first thing I worked on was the white and blue salt-desert look. I plopped down a few default cubes on a plane, spun up an emissive red su...
Game localization
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Let's see another technical part of Everhood ! This time we are going to see how our game localization work ,without any spoil! Trying to not spoil the story...
The “stupid asset pipeline” method
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Today the Stars of the Screen ’s October update went live! It adds three secret levels. One of these is a simple homage to Flying Toasters (with a twist!) and...
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Improving Pathfinding
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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...
Everhood code architecture thoughts
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Intro When it comes to programming architecture, sometimes, new devs can be a little lost. Here are my thought about how is Everhood architecture and what is th...
WPM stat is broken?
Tech Discussion
To the 5 people that will read this: I got a lot of feedback from the last demo about the WPM stat being broken. It actually was for the very first version of t...
May 2019 Update - How modding works
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Welcome to the update! I had been hoping to show you giant mushrooms (which can be used as an alternate source of lumber) in this update, but it's still not qui...
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 naĂŻve collision check in Little Bouncing Ball with one that uses a quadtree...
10 files — 0.3.5.0-eb099d8, 0.3.4.0-b935985
Everhood and Scriptable Objects (Unity)
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Intro In the last devlog about Everhood code architecture, I've mentioned that we use scriptable objects. Let's see what is a scriptable object and how we use t...
SUMMER TIME
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Intro As everyone knows, we are in summer! Regarding Everhood, the development will maintain the same rhythm as before. Working on Everhood is rewarding! So why...
Making my life easier
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So to make my life easier I've built into the game a dev mode to build objects for free and save them into a room. That is how you get the few 'locations' you s...
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Beginning the work on v2, rethinking positions
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All Super Tilt Bro. cartridges are now shipped. It is time to begin to work on the second version . It all begins with in-depth refactoring. Let's fix version...
DEMO IS OUT!!!
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Hello everyone! Guilty Parade's demo is finally out! Feel free to download and play it! We also will be happy to recieve your feedbacks! Let’s talk a little...
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