Developer Blogs
Welcome to the first update in the year 2024. I am proud to introduce you to a PvE world-level Academy Halls. The level is 25x times bigger than Sludge Madness but belongs to the same setting.
This is the first world-level and there are several more planned. In Academy Halls, you wander a lost unive…
I've been working a lot the last month on making the planetary terrain generation more easily parameterizable with spatially-varying data. By adding more variation the hope is to avoid the "No Man's Sky effect" where planets are the same everywhere on the surface.
The variations include:
- Base low-fre…
First of all, made a new logo for game:
Also, designed personal logo for my solo-studio:
And finally started to work on new tree models to finish maps and areas for demo release. Still need to add a bit more types, but it wont take long:
And this is a sketch of area I design as demo-map:
&n…
This article was originally published on GameDevDigest.com
Keep the new year chugging along with more great tutorials. Enjoy!
AI Content on Steam - Today, after spending the last few months learning more about this space and talking with game developers, we are making changes to how we handle games t…
Happy new year guys! I'm back!
I said I was going to be updating this devlog weekly but now it's monthly lol. But new year new me! I'm going to (try to) upload weekly again now that it's a new school semester and I'm less busy than the last 2 months.
Also, you might have noticed that my name changed …
Meet the main character of my latest game A Story About Farting. Ahead of you is Old Mushroom also known as Farting Fatty. He's a handsome and funny fellow, thanks to whom you'll learn that you can't keep a fart up your arse - he should be able to fly around the cottage! Click, fart, have fun! Add …
Hey everyone,
I hope you've all had a restful holiday period. I've managed to get my mojo back after a considerable time avoiding anything game dev related.
I've really taken to the multi-scene workflow now, having broken and recreated the V slice I had previously into smaller scenes to aid man…
Deterrence is a tower defense to put it simply, but it's not just any ordinary tower defense. Deterrence can be described as a special blend of tower defense and real-time strategy mechanics that gives the same instant ac…
This article was originally published on GameDevDigest.com
Hope everyone had a good end of the year. We are back for the first issue of 2024. Enjoy!
Making small games, which is fun in itself - Creating small games is an enjoyable endeavor in itself. So what constitutes a small game? According to the…
My game- Harvest Fall, has multiple biomes-
The Village Biome
The Beach Biome
The Forest Biome
The Dungeons
The Mines
The Underworld Biome and
The Frost Biome
My planned workflow for creating these biomes or maps as I refer to them when talking about my game’s technical stuff, is going into Blockbench mode…
I used the holidays to rework the training area and tutorial and added a new world zone.
Compilation CoreAfter leaving your cell you will now enter the Compilation Core.
It acts as a connection to other world levels. I plan to add an area for raid creation and another hallway for more zones.
Training …As implied by my post last month, I’ve been testing out Godot as another development option. I’ve been finding pros that were both unexpected (at least to me) while the cons are being addressed. On the other hand, after they partially walked back their unwelcome new fees, I think I̵…
OK, OK, I’ve just realized that I’ve been talking about my game Harvest Fall and haven’t actually talked about what the game is about. So in this devlog, I’ll be giving an overview of the game.
OK, Harvest Fall is mainly a low-poly sandbox-style social simulation farming RPG with farming (obviously)…
Additional experiments with volumetric clouds, solved some glitches and managed to mix the clouds with the scene, using the depth of the scene to avoid to show clouds occluded by scene objects (like the terrain). For now I just used a simple 3D perlin noise for the clouds, in the future I plan to t…
Hey readers, I'm here again making an announcement for my indie game, this update is not ready for now, but you can play at sketbr.gamejolt.io/eds. have fun
What's new?An owl named Toby to help you
New levels
New bosses
more hard levels
New story Chapter Four
Otimizations
polishing
I added adamant mechanics for all levels.
Firebound ForgeEvery meteor will spawn a dragon egg. Those eggs need to get destroyed, or dragonkins spawn.
Pit of ElementsAt the start of the boss fight, Khorin spawns a big vortex that rotates around the arena. Another vortex spawns, every …
I`m codding again. Soon I will have a new video or at least a screenshot with the new things I made. Meanwhile I want to talk about something related to what I posted recently on my other frequently visited forum. The post was titled “Building a better RTS AI. Starting from the end”. In that post I…
When planning my game I decided it was gonna be a pixel art indie game. The problem with its planned art style, however, is that I suck at pixel art and had little, if any, knowledge of how create pixel art that doesn’t make you wanna vomit and bleach your eyes out.
I wanted my pixel art to be as ap…
Hi all,
As Magic of Spring - my other game - is going on hold, I am slowly returning to the rhythm of working on Light of the Locked World.
It's been two very long years and I'm excited to be back to this project!
For the next few months, I will be making three final quests in the game's story campaig…
I remember reading a blog post about a game developer who forget to include a sound file for his game update and that caused the game to close down at certain time. This caused havoc because no one could play the game anymore and had to release an emergency update to fix the problem
Well, we are all…
tl;dr don't do it
Just a quick note to save someone else the time of implementing a PSO cache…
I tested three strategies:
CreateGraphicsPipelineState
(1st bar in graph)CreateGraphicsPipelineState
+ GetCachedBlob
(4th bar in graph)- on future runs call
CreateGraphicsPipelineS…
Resource Streaming is a fantastic subject to explore. It allows for game worlds that are more expansive than ever, seamless transitions, and a lot more.
The way I like to think about it would be a LOD system on steroids. We got our LOD Levels, but additionally, we've got resource unload and load lev…