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klg71
January 14, 2024
Academy Halls on Beta

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…

820 views
Aressera
January 14, 2024
Spatial Variation of Planetary Terrain

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…
8,736 views
Wehrmann
January 13, 2024
New game logo, studio logo and some progress

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…

2,230 views
gamedevdigest
January 12, 2024
Game Dev Digest Issue #218 - Patterns, Abstractions, Complete Tutorials and more

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…

2,041 views
Calin
January 12, 2024
collision avoidance

for now it`s avoiding moving obstacles while traveling in just one direction 

Avoiding moving obstacles - YouTube

1,749 views
MaximSnd
January 08, 2024
Agents try to hide behind suitable shelters. Dynamic emulation. Third person view.


 

Dynamic emulation of the pursuit of living beings by the player. Agents try to hide behind suitable shelters. Objects that are not suitable for shelter are considered obstacles. 

Third person view.​

890 views
Gypi
January 08, 2024
1/7/2024

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 …

10,168 views
LizardGamesStudio
January 07, 2024
A Story About Farting |  A few words about the game

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 …

1,111 views
NevoSnr863
January 06, 2024
Getting the game out there. First look/run through of the slice. DevLog #4

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…

1,372 views
Pisces-Studios
January 05, 2024
Demo now Available!
An instant action real-time strategy, tower defense hybrid.What is Deterrence?

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…

723 views
gamedevdigest
January 05, 2024
Game Dev Digest Issue #217 - Small Games, Coding Patterns, AI, Fluid Sims and more

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…

1,528 views
MaximSnd
January 04, 2024
Emulation of living creatures running away from the player

Here is the emulation of living creatures running away from the player. I note that the behavior is quite interesting to customize and this gives many options.

4,733 views
MarvinDaMaven
January 01, 2024
Devlog #4 - Maps & Environments

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…

954 views
klg71
December 31, 2023
Training Area Rework

I used the holidays to rework the training area and tutorial and added a new world zone.

Compilation Core

After 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 …
971 views
Wehrmann
December 24, 2023
Dec results
Suddenly it turned out, that it looks good not only with “strategic”/"tactical camera.All that means I need to work a bit on different ways to observe battlefield
8,057 views
Calin
December 24, 2023
A screenshot, GDIplus rendering

I'm switching from DirectX to GDI, this is what I have so far. I hope nothing will get in the way until the porting is successful 

7,196 views
jhocking
December 23, 2023
Godot Explorations

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…

3,625 views
MarvinDaMaven
December 20, 2023
Devlog #3 - An Overview of Harvest Fall

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)…

1,399 views
buzzelliart
December 20, 2023
OpenGL procedural terrain - volumetric clouds

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…

2,011 views
SketBR
December 17, 2023
Announcement: Chapter Four in development

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

1,356 views
klg71
December 17, 2023
Adamant Weekly Loot
Adamant mechanics

I added adamant mechanics for all levels.

Firebound Forge

Every meteor will spawn a dragon egg. Those eggs need to get destroyed, or dragonkins spawn.

Pit of Elements

At the start of the boss fight, Khorin spawns a big vortex that rotates around the arena. Another vortex spawns, every …

1,039 views
Calin
December 15, 2023
[updated] Something that could be used in robotics too

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…

5,323 views
MarvinDaMaven
December 12, 2023
Devlog #2 - Working On My Pixel Art...

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…

1,460 views
buzzelliart
December 12, 2023
OpenGL - Displacement Mapping with Tessellation shaders - demo 02

Additional experiments with displacement mapping using OpenGL tessellation shaders. Textures from: Textures.com

1,747 views
Zuurix
December 09, 2023
The development resumes!

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…
1,305 views
Zuurix
December 09, 2023
The development resumes!
A lil somethin somethin: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/1097560/announcements/detail/3821928016085936069]here[/url].

Read more

3,113 views
Ed Welch
December 09, 2023
Avoiding havoc when there is a missing sound resource

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…

2,470 views
Hodgman
December 08, 2023
D3D12 Pipeline State Object caching

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:

  • Just call CreateGraphicsPipelineState (1st bar in graph)
  • On first run, call CreateGraphicsPipelineState + GetCachedBlob (4th bar in graph)
    • on future runs call CreateGraphicsPipelineS…
  • 4,626 views
    Figdor32
    December 07, 2023
    Thoughts on Resource Streaming

    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…

    934 views
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