Game Tech Discussion Devlogs Page 7
With cities being created procedurally, the last step in this bunch of tests was tearing them down. I made buildings receive random hits just for testing. After...
In this devlog, I’ll be summarizing my work on this game apart from what the course provides. The major sections will be Game Balancing Tutorial Tests (EditMo...
It’s been now half a year since I first started working on Hypnagonia and slightly over a year since I’ve started the card game framework . As the features...
The city mockup looked nice, but I needed infinite random cities. Let's try procedural generation! The mockup was created using actual Pico 8 8x8 sprites, so bu...
With the city mockup looking nice, the first think I had to try was prototyping the core feature of the game. It's not walking nor jumping but PUNCHING. Because...
I made a video this morning to show off the new procedural narrative system I'm developing for GearHead Caramel. The Challenge system is a further refinement of...
Remember when MacOS had a desktop background that changed from day to night? That was pretty cool. Employee A has a MacOS inspired UI. The reason I did this is...
RetroArch Open-Hardware Newsletter & User Survey Please take the time out to fill out our survey, we'd hugely appreciate the feedback! https:// libretro.com/ind...
Lucky Joe v.220107: - correct player animations -speed up character horizontal movement, run, ladder climbing -minor level design fixes...
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The bug that people touching water get spawned into weird areas of the map was removed. And finally, a system to move the camera with the right stick was integr...
DevDiary 6 - Pixel Perfect?! HAPPY NEW YEAR . 222202222 Admittedly it was Christmas so we rather ate dumplings. Production highlights 💜 🟪 🟣 - Within th...
What could be better than killing the imps in different ways? Beautifully slam the enemies against the elements of the environment, for sure. We thought that ev...
As I said on the game page, this game was a part of my tradition to make a game every December. However, I didn't entirely make it in one month. Here's a quick...
i will let the forespend game avaliable for download to people play, but it will be the demo only. the full version will be in a new engine im developing in c++...
We keep the tradition of talking about the work on the "Redemption of the Damned" project every week, because it's great to see your interest and get honest fee...
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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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...
First, a quick note. I underestimated this one. I thought that it will take me maybe six days. It's a bit more than two weeks right now and still a few minor th...
💪 The subgenre of "Redemption of the Damned" project is more of an RPG. In this regard, the game implies a progression in various aspects of the gameplay - b...
Knights Province AI opponents in Skirmish have a known occasional issue of not producing enough food for their servants, resulting in citizen starvation and ear...
UPDATE: textInfo.character count does NOT encode the visible glyph count - you have to manually count them using .isVisible on each textInfo.characterInfo[] ele...
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...
One of the main and most important issues when working out the mechanics of melee weapons is the damage system. There are many approaches, each of which is nece...
Finally, I ported my "Varan" game to Unity engine. The new version provides almost the same experience as the older GameMaker version, but better. The process t...
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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...
In the harsh world of "Redemption of The Damned" the player can be left without any staff at any time, because in case of death, everything that was brought to...
Why have a persistence system? So saving/loading is a key thing with any game that wants to have state beyond running the app once. You have a wide variety of o...
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)...
There are many aspects to consider when building a game. This requires a lot of knowledge, skills and time to build and integrate all the components. Fortunatel...
I have a mac build uploaded but it isn't working perfectly on my device. I will have a proper patch out as soon as possible. Update: my Mac has actually decided...
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A recent art collaborator just decided today to grace us with 11 new scetches for some of the hardest cards to draw in the game, the Abusive Relationship archet...
Early concept No need to hide, I was inspired by Super Auto Pets. I find that game so interesting in it’s concept, I had to dabble in this field myself. As us...
Just sharing random screenshots that I thought looked cool too, but don't represent the final game, or are just fun/useful? game engine moments...
Each type of evil in the game has its own approach to its liquidation. In order to plan and realize the suitable battle tactics, we're expanding player's combat...
Aknua Tower is an unusual game with different mechanics that will give you Challenges. Overcome all the challenges inside the tower and help Slin to fulfill his...
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So I realized shortly after uploading the last update 3 months ago that everything was completely broken in the built version ! No problems whatsoever in editor...
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I have been seeing ratings coming in and I am very thankful! I would appreciate also leaving feedback so I know what to improve on, I know there are some crashe...
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Schildmaid MX's visual goal is to use retro-style sprites in a modern environment, enriching pixel art (for purists: I'm talking mostly about pixel art created...
Demonizer’s engine is getting an overhaul for the next update, version 1.5, which I’ve been working on since July (along with client work to fund myself). F...
We updated Twice Reborn's demo file to now include Russian interface and subtitles. Also, we ported the demo to Linux!...
In our diaries we usually write about individual mechanics or level variations. But the funniest (or the craziest) part here is to integrate everything into a c...
I've always been very aware of the lower-end hardware users who play my projects. I try to benchmark all my projects to work on the slowest and widest range of...
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...
Well, bad news: it already took some massive while, and the build will still take some more (not as much as it already took tho). Yet: yeah, yeah, see ya, tunne...
Updated Days Dark with high refresher rate monitor support. Now the game is fixed at 60FPS, apparently when you transform, collide, mess with the camera at all...
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Hello everybody! its been a long run and I'd like to announce you some few updates. A major and more noticeable one is the optimization process that I've been a...
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