Game Tech Discussion Devlogs Page 2
Hi! It's been a long while since the last devlog. True to the themes of Forgotten Fields' story, gathering momentum and and keeping work going at a steady pace...
Hey everyone, first, thank you for the overwhelmingly positive responses to the game :) I have learned a lot! And I have some homework to do (looking at you, pl...
DD_2 also Tilemap from prince dimension Hello everyone ! Some development updates from Filip this time. As most of you probably noticed Black Resin is heavily i...
Hi, If you played our game and ever decided to stand on top of the severed trunk, a small surprise was there waiting for you. A not-a-cutscene-animated-sequence...
Intro As Everhood is getting closer to polishment phase, I decided to improve performance and bring better tools! Performance This will likely never happen beca...
Intro Time for another devlog! As the title says, Everhood is getting bigger and bigger! We managed to add tons of new game content in a very little lapse of ti...
Stardate 15.01.2022, DD 7. Captains log, supplemental. I Krzysztof Zatora - finally found some time to sit down and write what I was up to for the past few mont...
I should be working on Flight, but instead I've been tuning the heck out of some of the visual faff in the existing tracks, because I can't leave well enough al...
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About the Bells and Whistles (well, mostly Whistles) Greetings fellow airship captains and (hopefully) flute enthusiasts! I’m Michael, the creator of the musi...
Hello everyone! A very Merry Christmas and soon, - a happy new year to you guys! It's been a long time since the last update. The good news is that this is be...
I haven't gotten much new work done on my games because I'm mostly getting ready to show my games at GeekGirlCon . Which means polishing stuff enough for show...
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I really wanted to make a more dynamic water for Scatteria. Also it will work as limitter on some levels. It took me a way longer than I originally expected. Al...
DD 8 VFX I’m Hubert, the programmer and F/X guy. I mostly interested in coding gameplay-related stuff like checkpoint systems or boss-fights, and I enjoy desi...
Oh my, my... already fixing some minor bugs. Now everything’s smoother ! ✔️ Wait ... you don’t know what we’re talking about ? The demo release (...
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I was worried about the unwieldiness of my DynObj class... the script that is attached to virtually every object that moves in the world, from buttons you can p...
This video illustrates visually how scrolling works. To fully appreciate it, please read the technical details below. Please note that some knowledge of the Ami...
Sorry for not posting here in a while! After GeekGirlCon I decided I'd spend this whole month not working on Refactor. However, I just decided to break that in...
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Hi survivors, I've been working on adding third party tileset support to Robinson. The best reason for this is that it helps players use fonts that meet their a...
Netherguild and the Imprecise Hovering -Or, "how I fixed hovering over tiles without using colliders." A technical tale from my last update about stubbornness a...
Hey! Another dev diary, Pies Dariusz here again, because why not! What's up? We are developing AI for characters, New animations (my god I finally draw, uh uh)...
Looking back at last 15 months Looking back on my internal changelog, in this time I fixed 553 bugs, added 415 new features, released 883 experimental builds an...
Pretty soon I'll be doing a post mortum on the game, not sure if I will do it here or on some place like the SFWA's blog, or something like that. But I do have...
In the first game, "state" switching of top-level "things" was handled by an ad-hoc network of scripts (see The State Switcher , previous post). Now I hope my...
A game within 1.44 MB ? A great challenge. I admit, this is the first time I have to write code while thinking so much about the memory (storage space, not the...
DevDiary 6 - Pixel Perfect?! HAPPY NEW YEAR . 222202222 Admittedly it was Christmas so we rather ate dumplings. Production highlights 💜 🟪 🟣 - Within th...
With over 300 sprites to be made, getting this process fast and accurate is a Big Deal. I have begun work on a bespoke sprite editor that will help keep the art...
Let's call the top-level objects in my game, which need to take player interaction and change states, let's call them Dynamic Objects (DynObj). For my purposes...
Get updates by email: Subscribe Update 1: What the heck is a Hackerman?! Update 2: Cameras and Motivation Update 3: Centralized AI and UI out the wazoo! Al...
Essenceborn is aiming to be a low-budget project so as to avoid the trap that many TCG games fall into where they are forced to continually release new content...
This devlog will be the story of the development of the game engine. It will be split in 2 or maybe 3 devlogs. At the beginning of the jam I started to check If...
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Hello! A lot of progress has been made since the last devlog. I've spent the last week or so working on one of the most important exciting scenes of the game -...
Before Helios, STUDIO403 created A Scholar's Tale, an atmospheric visual novel. Recently, our game producer gave some exclusive insights into the production of...
We're thinking of adding online Co-op to the game and we're doing some preliminary investigation to see if it's feasible. Adding online co-op requires a pretty...
Hello For anyone following Matter, I will start testing making my dev updates here rather than in TIG forums, and see how it goes, as feedback and interactivity...
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Hey folks, So waaaaaaay back in the long-forgotten past of *checks notes* err. a month-and-a-couple-days-ago I ran a poll for what folks wanted my next dev arti...
ok wait but how'd you do that in bitsy A note up front: all the code for this game is available in a github repo (you can also just download the game's html fil...
Tails is run in the browser using PixiJS (a wrapper library for WebGL). Rendering performance proved to be a challenge. We went into the project thinking that p...
Thanks for playing my 2018 #procjam entry! This is a short post explaining the tech and implementation of Nothing Beside Remains . It's designed to be read aft...
I’m making Dark harvest on my own, but I have a clear vision for this game. I believe indie games don’t need to stay small. Their developer can think big an...
DEV LOG: Tactical game OutSchool A game by UHPD Games Hello, I'm Ung Hoang Phi Dang , I'm from Vietnam . I love games and do want to create them. This is the fi...
Hello there! Developing reusable assets is something that we often forget about in game development, we are always concerned with getting the game done, so we c...
Hello there! Since the past week I've been working on porting Moon Cheeser to Godot 3.1, besides some deprecated signals and some other minor compatibility brea...
Drawing with a pair of tongs is not as easy as it looks. Today, I worked on a web user interface in color ascii. At the end I’ve got an ascii display system w...
Long time no see! So it's been a while since I've posted a new build. But I assure you, I haven't been sitting on my thumbs! So I'm gonna talk a bit about what...
Now that it's been a night since the release of my game, I've collected some of my thoughts and decided I'd share them with anyone who is interested. These are...
Hey all, this is Kari. Around a year ago, I released a demo for my magical girl visual novel 'Magic by the Kilowatt'. I threw together a bunch of anime doll ma...
In our previous game (Eventful Horizon) we attempted to use the built-in tile editor. We encountered some major issues with the tooling, namely: Tile collisions...
It was very fun for me to create my first ever card game in Unity! It was also the first time I used 2D Physics in a 3D context! Which if you didn't know, is...
Hello everyone. Recently the map generation capabilities in Station Overseer were optimized, enabling map sizes up to 3000x3000 (almost 1 million tiles). Previo...
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