Devlogs About Game Design Page 2
Comment on the demo if you know Gamemaker and want to be involved in the development of this project in any capacity. Audio design, artwork, coding, story eleme...
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Welcome gamers, game devs, writers, and all enjoyers of quality narrative games. Today's devlog is about character writing and my methods! We're diving into the...
Greetings all! Last year we got the idea to make a cut down (but complete) edition of the Troika rules we could give out at conventions for free. It's proven to...
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"Frieza's Fury: A Dragon Ball Z Fan Project" Game Development Devlog #5: Bug Fixing and Randomized Starfield Backgrounds...
"Frieza's Fury: A Dragon Ball Z Fan Project" Game Development Devlog #4: Adding Player Stats Gauges & Countdown Timer...
Hello, this is Meiri. Game dev is my hobby, but earlier this year, I graduated after 5 years of studying and now work as a licensed psychologist. There is a lot...
Hello everyone, I wanted to share my story, which I think many indie developers who balance their passion with their professional lives will relate to, and perh...
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Is there anyone who had completed this game?? Me as a developer of this game still unable to the game no matter what it is, I understand ever single line of cod...
"Frieza's Fury: A Dragon Ball Z Fan Project" Game Development Devlog #3: Screen Boundaries, Collisions, Sprite Flipping...
When I began my journey to make games 14 years ago I took the most difficult path of making one long game. At times I had many regrets, and there were many time...
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This updates really broken so we'll fix it tomorrow or the day after tomorrow...
"Frieza's Fury: A Dragon Ball Z Fan Project" Game Development Devlog #2: PICO-8 Installation, Setup, and Game Development...
Dear Arcanists, The Golems have been working out! In the next update , Golems become stronger, smarter, and a little more expensive… Each Golem now hits harde...
"Frieza's Fury: A Dragon Ball Z Fan Project" Game Development Devlog #1: Writing a Retro Fighting Game Design Document...
As of the past few days as I can guess some of you have see a message on right down side of you your screen saying that web support has ended. Well yes it has a...
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Squishy is a precision jumping platformer where you guide a squishy jelly on a relentless climb upward. Every jump counts — charge your leap, aim perfectly, a...
~ NOTE: This post is cross-posted from my blog ~ This is dev diary #2 for my game X-YZE . It talks about a bunch of different topics related to the design and d...
Version 1.1 Changed resolution 720x1240 to 500x800 (for websites) Selected category is now highlighted Added animated background So it turns out, the recommende...
Hey everyone! I just finished creating the first enemy for this forest-themed platformer asset pack, and I’m super happy with how it turned out. Meet this lit...
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Evolución de sprites - ANNE S. NAPOLI Anne Napoli fue uno de los tres primeros personajes que imaginé cuando pensé la historia de Sangius: Petrified , (junto...
Hi everyone! We recently released a demo for our atmospheric horror game, Penance . The community feedback was crystal clear: the core gameplay wasn't working...
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Have some fun and enjoy the show. Ensure the best time you can have on this cool fall afternoon. Love you all, thank you for the support, now enjoy...
Hey everyone! After the last release, I took a short break to settle into my new job and regain some energy. Now I’m fully back to development — and there a...
A new system has begun taking shape in Arcane Earth… Runes! The games own style of milestones and achievements. Think of them as mystical quests carved into s...
Evolución de sprites - MACKENZIE NAPOLI Mackenzie es uno de los personajes centrales de Sangius: Petrified , siendo de hecho el primero que creé cuando tuve l...
Hello good people 👋 Let me introduce you to someone important in this story — his name (for now) is Otto . He’s an old man, once a woodworker, now living...
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Rust & Revenue started with one bot. It was straightforward, predictable, and got the job done. Then came two bots, both running the same script. The game state...
Part of my writing process for SPINE was to write exploratory essays and conduct interviews on ideas that informed the project. The final interview in this seri...
When you do game design long enough, you start to ask yourself some questions you can't exactly turn away from like "what's the goal of having this?" and "why s...
Hi everyone ! This game (Most Quietly Remastered) right now is in active development. In this post, I will just say possible release dates of some MQR versions...
Part of my writing process for SPINE was to write exploratory essays and conduct interviews on ideas that informed the project. In my final exploratory essay in...
Hey everyone! Gowl here 👋 I’ve been thinking about giving Magical UI a big update cleaning things up, adding some new stuff, and making it feel more comple...
How I made a game on Ludum Dare 58. Below, I'll share the development process, broken down hour by hour. 2-3 hours - concept These are a very important 3 hours...
REJOICE! The first fully realized version of Flak Arcana is here, it took a while to develop, but hopefully the game is in a easily playable state after the fir...
Part of my writing process for SPINE was to write exploratory essays and conduct interviews on ideas that informed the project. The second interview in this ser...
If you've played Hollow Knight, you might have noticed something unusual: there are no pass-through platforms. You know, those platforms you can jump up through...
Part of my writing process for SPINE was to write exploratory essays and conduct interviews on ideas that informed the project. The second essay in this series...
Hello everyone, Today, I want to share the story behind my game, Melancholy , and how its core concept came into being. The name "Melancholy" comes directly fro...
Hey hey, Akua here! I’m the character design and sprite artist of Onigashima, having also drawn the cover art and main menu art of the MC! Also, temporary pag...
I wanted ElÃas, the main character of Penance , to move with a human fragility slow, deliberate, almost burdened by guilt. To achieve that, I used rotoscopy...
Just a little passionate about this one. Included some music I listened to while writing at the top! (Yes drama informs 100% of my creative process and this dev...
Hello strangers! Been working on an procedural intro scene for each lvl as well as procedural lvl generation. The end goal is to give the game some replayabilit...
If you’ve played this game, and you’re not familiar with manual transmissions IRL, you’ve probably spent an annoying amount of time trying to start the ca...
The core of Penance is the deliberately slow, contemplative pace of Purification . Players must Pray to activate Elias's Staff and absorb the Guilt from contami...
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just wanted to let you all know that I am getting back into this project! There has been a big chunk where I wasn't fully focused on it - but I am back into mak...
tl;dr: things break at high speeds This is true everywhere from physics to software development. In this case, the car would clip into the ground while taking a...
Part of my writing process for SPINE was to write exploratory essays and conduct interviews on ideas that informed the project. The first interview in this seri...
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