Game Tech Discussion Devlogs Page 10
This week's coding challenge: obstructions to range attacks. We're using traditional random-roll RPG mechanics driven by 3D simulation factors. It's one of the...
| --- Level Editor V1.0 --- | Hello! It's been a while since the last update for Micro Kitty, but I'm here to let you know that development is still ongoing. Th...
Hive P v. S When Hive P v. S was released on Steam, I used Greenworks to add support for the Steamworks SDK . I had not intended to make any use of it, except t...
This game was ported to Android. If you play it, you MUST remain landscape at all times, rotating the screen will rotate the game too, but it's too disorienting...
Hello. everyone! I'm developing to the game KONSAIRI. That the feature in game is most of platformer. and a little of Cooking. There are 8 or more map areas...
Hello again! I am back to write words again. Today we're gonna gloss over the wall destruction tech that I'm still writing for this game demo. Here's some holes...
Patrick's Pocket Challenge is a procedural puzzle game for the Nintendo Game Boy. Until now, you had to download the Game Boy ROM to your computer and play it l...
TLDR: over the weekend I made a new game , that means new features for Dungeon Train, soon! Scanning of items. Next DT update is here for those in discord...
1. Scope I knew that I’d be solo-developing this game, and as an artist that isn’t that programmer-savvy, I knew I’d just have to work around my limitatio...
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" Retro Game Aliens " is developed using " Tyrano Script "(as a reminder, this is not a misspelling!). Tyrano Script is a free game engine developed by a Japane...
Hello everyone! Learn RPG Maker MV is a project that born spontaneously from an interaction with an old friend of mine. He had purchased RPG Maker MV and asked...
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Hi everyone! This is part three in a short series of posts I'm doing where I cover each of our time manipulation mechanics in Worldline. If you haven't seen the...
I've been avoiding my online Morpheus accounts because I'm rather embarrassed at the current state of affairs but I managed to spend part of the holidays and th...
This post was originally written in May 2020. At the time the game was still called Hook, Line and Thinker The previous devlog was about 1 audiophile. This devl...
Hello there! It’s a me, Chris. I’ll be writing about how we accomplish different things in the game on a technical level. So massive desillusionment (if tha...
Hey everyone! It's been quite a while since our devlog but this doesn't mean we were idling by. As you might know from our tweet Blue Flame is almost complete w...
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I have written in the previous post, that I shall release another Devlog within week of writing said post. To be more precise, I've written "within this week"...
Greetings to followers and fans of You Belong! This is an update from Luna, the project lead. I hope everyone is staying safe in these dark times. Don't forget...
The first technical issue in this project is moving the hand along the body using colliders and raycasts on an animated character. There are 3 possible solution...
In my third development update of my port of Super Sprint to the Commodore Amiga I'm improving further on the non in-game scenes such as the On screen display a...
Work continues unabated. We've finally added the last really critical unit for the early stage of the game, the Airwell. For those of you who think we're making...
Retrofuturism You need a way to know how many cubes gotta be in the button for specific doors to open - otherwise it'd just be a case of randomly pulling cub...
Problem A fast iteration process is the first requirement to develop a game meant to blend quick, old-school gameplay with a deep progression system. As far as...
Even though battles are a core component of Empires in Ruins, in order to satisfy different types of gamer, and not to impose our own style on each run, we deci...
The biggest barrier to automation in 0.3 is the bare materials. Right now the only way to get the most useful materials (copper and iron) is to mine manually, o...
This post was originally written in December 2018. At the time the game was still called Hook, Line and Thinker There is a single dedicated button in Hook which...
Hello Everyone, i'm Ervin Ahmad Nur Hidayanto, Game Programmer in 4Happy Studio. I'm currently a programmer at Game Developer, I'm familiar with the C # program...
We're now entering the "hard work" phase of work on Harmonic Odyssey's systems. Luckily, it's also the fun part. With the battle system functional, working on...
Images of my OC and i!...
Meet your virtual 2D waifu, Sakura in her fully 2D interactive school!
Since I did a technical discussion about how we came up with and designed essence overall, I thought it might be fun to do write-ups regarding each specific pow...
Since the game was made in a short period of time it had a lot of bugs... most of the errors are now fixed. Now the game would be enjoyable!...
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Voilà le premier jet de ma participation à la Gamjam19 Je suis parti sur un jeu éducatif 😂 A vrai dire je pense que les tank c’est plutôt la mort avec...
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Oh, the woes of using a plug-in. I thought "hey, I'll use a save game plug-in, that'll save all sorts of time". No. So after the plugin (which promised compati...
Hey itchers! (does this community have a collective name? Maybe let's not choose this one...) I've completed my behind-the-scenes tips-and-tricks for making "Ge...
We’ve just moved our build process and deployment to Gitlab-CI. The developers of Ormer now just need to push their code to the Gitlab repository to automatic...
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Hello [Code_Name: MEVYE] [Location: CLASSIFIED], welcome back! Today we will see the process of 3D modelling the megaphone, an element that produces noise in th...
Welcome to the first official Rhythm Cataclysm Development log! Today I'll be discussing my struggles with making a bouncy hacky sack and how I overcame them. I...
Next up on our list of time-altering abilities is slow essence . If you haven't checked out the first write up on pausing time , click here . One of the trickie...
In this devlog video I discuss the technical details on porting Super Sprint from the Arcade coin-op to the Commodore Amiga. I discuss how the cars move and ho...
For the past two weeks, we have been working almost entirely on our in-game level editor. Our game is comprised of obstacles with timed explosions that the play...
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Since the release of v 1.1.5, it became obvious that the entire project suffers from a cashflow problem. As the CFO it's my responsibility to make sure our user...
What's new this week? Translations system is done. 🇬🇧🇫🇷🇪🇸 Baby Dino Adventures will be available in English , French , and Spanish at first...
So last time I was working on Morpheus (now almost 3 months ago 😞 I rewrote the canvas renderer to render all scenes in a single canvas rather that one scene...
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