Game Tech Discussion Devlogs Page 4
HO HO HO! Happy holiday! Forgive us for the hole in our regular devdiary, it was written and not published out of absentmindedness. Sorry! I'm Kuba Mazurek and...
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The Music and Sound-design of MineRalph The Music in MineRalph The task of composing music to MineRalph was for me personally a great challenge, the reason bein...
Hey! Thanks for following the project! It really means a lot. Both myself and Jean have been pretty busy with work things (and Jean now has a fever 😢) but we...
I have, more or less, started working on implementing biome modability for the next version. Though I went on a long tangent at the beginning of the weekend tha...
I've been in love with the aesthetic of the bare Ambient Occlusion pass since 2003 in college when we were first hacking it in Maya with a dome of spotlights. T...
Happy new year! It's been a good start for me, especially compared to the emotional wasteland of the last few months. I've started seeing a therapist, am surrou...
I have long been fascinated with different pseudo-3D graphics techniques. If you don't know what this means, I recommend having a look at this wonderful post by...
Ladders were an unexpected challenge. At first, I thought I could just change the slope limit value of the unity character controller to 90 while my character...
Hey! Today topic is music! ... *hmm* OK, it is about the code playing musics. Super Tilt Bro. version 2 has better musics than the old version, by a long shot...
For this month's development update for Addlemoth , I bring to you, two new map themes! It's not as much as I would have liked to do this month but I have been...
This dev log entry is not really about a particular bug. Although this very bug is a good example of what fixing bugs may look like. I changed the death effect...
Breathing new life into classic NES games by magically converting it into 3D and letting you play in VR
The radical music of SlipSpeed By Martijn Frazer Chiptunes for DOS SlipSpeed is an upcoming top-down racing game for DOS and Windows 95/98 PCs, made in the trad...
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Tech Breakdown Disclaimer: I'm not a programmer at all. Somehow this stuff works, but there are probably better ways of doing it. Object Types So here you'll st...
Want to know how video game soundtracks are made? I grew up listening to the OSTs of Sonic the Hedgehog (notably Sonic Riders), Jet Set Radio and Ratchet & Clan...
Not so long ago I released an early version of Osnowa — an open-source roguelike framework for Unity which emerged from games I've been making for a few years...
One thing I found really challenging about creating a multiplayer VR game was the players' bodies. I decided to accept that I was going against what seemed to b...
Hello everyone, lunzyde here! I wanted to talk about the future of this game and what are my plans with it, the game is nearly done, as most of the backbone of...
Hello everyone~ Sorry again for the delay. Suddenly I found the bug that still have no solution. We are looking for the fix posibilities. I'm moving the release...
Godot's OpenGL3 on Mobile - Reduce Draw Calls As mentioned before Godot 3.4.4 draw calls are not optimized with OpenGL3. This means the mobile GPU is working ha...
Intro Many people complained that the music was sometimes too loud. This was another issue of the vertical slice, we left many player ears fatigued. Here is a q...
Hello moon viewers ! It's Dear_Elise from the Polar Moon team, so as you may know, I am now the prior Dev of Konran:Zanki, Atsutsu and Ilena having their own bu...
This is a follow-up to last week's devlog on the flag editor! This log is pretty specific to the PICO-8 environment, but the previous one discussed more general...
Hello Ley Lines players, This is a bit technical but may be interesting for some of you, I was approached by 80 level, a game development web-news-paper and ask...
So I had completely forgotten that you need more than just the total pixels per row and column, but this has now been fixed! Also rearranged the puzzles a bit...
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Update 1.1 (The collision fix) I want to thank everyone who plays my game, this game turned out to be my most successful yet and words cannot describe how cool...
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Hello moon viewers, Now is a rather grim log. As I announced in a previous log, two of the three devs from Polar Moon have left, and I am now on my own, having...
Hello everyone! Rogue Summoner - my third game on Steam - will be released in just three days! I thought I would take the opportunity to talk a bit about the de...
I am not a coder… I just know a bunch of them. This is Team Tearcell’s 4th game jam and the 3rd I’ve been involved with (Kobolds of OSHA, Debts and Pandam...
Frameworks & Tools Monogatari (Visual Novel Tool) Right now, I was looking for a web-based Visual Novel engine that specifically uses the web, and the web alone...
π√ (aka Piroot) is a metroidvania game that spans a fully realized planet. It is still very early in development but I've released a short demo here on itch...
Hi there, Long time now see. Today I'm pleased to announce that a new update of M.A.R.S. Extraction is coming in few days. This release will introduce the Oculu...
Creating music for Hadr was an absolute blast. I never got to actually create music ever before. There were some loops here and there, some short songs for game...
I have been working hard on making it possible for the gameplay to be placed in the center of the screen regardless of the screen width (and keep the original r...
I've made a Analogue Pocket version of this game, but it hasn't yet been tested on actual hardware (as I don't have access to one yet unfortunately) GB Studio...
Recently I decided to investigate long loading times and hiccups that happen during the loading. I had two reasons to do so. The first is that it takes way too...
Hello everyone, lunzyde here! In January, I talked about the future of this game and what are some of my plans for it . With that said, I need to update you all...
Hello everyone! Here's a quick summary of the different stages I went through to create Francium at the Zoo in 2 weeks during AdventureX Jam 2020! Honestly it's...
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Hey folks, I'm the programmer for a team of a 3 on a point-and-click game we're titling "Admin". This is my first game jam, and I've learned a bunch along the w...
Hey there! I'm happy to announce that I've just uploaded a new build for Heart is Muscle! This build features: New Resolution Options in the Options Menu No mor...
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Many people on Itch.Io have used the wonderfully accessible game making tool Bitsy to make simple games that have interesting stories and characters . I was in...
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Our focus in Terranova has been on how players will feel playing our game. For example, we've worked hard on the LimeJournal site, making sure it looks and feel...
Hello Folks! Just a quick cross post to remind you that you can stay in touch with OFF GRID dev via our devblog , chat with us about it all on our Discord serve...
Here we go the early access to our Fear Within game is here and it is time to share some thought about developing for Oculus Quest. First of all, Quest is amazi...
Demi Daggers was born out of multiple ‘dead ends’: too ambitious Quake engine to really fit Pico8 constraints aborted 3d platforming game using a voxel worl...
Since we had a lot of fun writing up a breakdown of our previous jam game, we thought we'd do it again for our new game Hive Preserver. This time we went for fu...
--Introduction-- Hello, everyone! I will be doing weekly development log updates for a few weeks leading up to the release of Corrupted Oath . Follow me on itc...
Due to the enormous support from the Brazilian community , some texts have been added in Portuguese. For the moment it is only for the menu and the description...
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One of the questions in any Unity game is how do you go about making a terrain. There is a terrain engine built-in, however it is notoriously "one-size-fits-all...
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