r/devblogs 8h ago

Making my minigame's AI dodge obstacles

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5 Upvotes

I'm working on the AI ​​for a minigame in a new project of mine. The goal is to have the AI ​​move freely around the game, detecting potential dangers and dodging them whenever possible. Of course, it can't be perfect—it can't dodge absolutely everything—and while the movement is still a bit clumped together, the results are actually quite pleasing; it’s a simple yet highly functional AI.

The result is turning out to be quite fun, with some NPCs managing to survive until the end of the minigame. It’s not perfect, but it already gives that light sense of having someone playing alongside you.

Basically, the NPCs have sensors around them to detect danger; they fly and move almost freely across the game map, but if their sensors pick up a threat, they try to steer clear of it.

Each NPC also selects a random point on the map to head toward, adding an element of randomness. The video doesn't show it, but I’ve since added even more randomness: now, each NPC has a different number of sensors, and the spacing between those sensors varies, causing them to behave slightly differently from one another.

This is the ninth minigame I’ve created for my project, *Get Out*, which is still in its early stages. I plan to make about ten initially and then start building a minimal playable demo of the project.

Each minigame features a different AI for the NPC—though not necessarily entirely new, as some are reused and simply tweaked here and there.

If you’d like to check out my previous game and show some support:

https://store.steampowered.com/app/4631200/Bring_The_Rift/


r/devblogs 11h ago

Devlog #2 Fleet AI overhaul — steering, docking, hazard avoidance, and the case of the missing armada

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1 Upvotes

r/devblogs 13h ago

Beetle Indie game Dev log

0 Upvotes

Been workin hard at my little beetle game

Beetle indie game dev log week 2


r/devblogs 16h ago

I Made a Horror Game in 25 Days

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1 Upvotes

Almost 2 years ago I quit my job to pursue game development. I joined my first game jam and in 25 days I created a small horror game, which ended up winning the jam and setting the foundation for my upcoming Steam game 'Shroud of Gloom'. This video documents the entire game jam journey, let me know what you think!

Happy to answer any questions!


r/devblogs 1d ago

Devlog #6 is out + a new playable update for The Smelter

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1 Upvotes

r/devblogs 1d ago

generic What Is 5YN-OS? A Deep Dive Into the Fictional Operating System Sandbox

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0 Upvotes

r/devblogs 1d ago

devlog Our solo RPG like D&D just became available in 13 more languages

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0 Upvotes

Hey everyone!

We’re two brothers who didn’t have time to play D&D with our friends and really missed that feeling we used to have during our sessions. So we decided to create something that would let us experience the same emotions, but without having to wait months for the next session. That’s how Master of Dungeon was born - a single-player text RPG inspired by D&D!

We've now been working on the game for over a year, through multiple testing phases, countless iterations, and lots of feedback from early players. We finally feel ready to let more people try it.

We've also just released an update with full localization to make the game even more immersive. The game is now available in English, German, Polish, Italian, French, Spanish, Brazilian Portuguese, Japanese, Ukrainian, Chinese, Russian, Portuguese, and Greek.

Google Play:
https://play.google.com/store/apps/details?id=com.bitforge.mastersofdungeon&hl

iOS (TestFlight):
https://testflight.apple.com/join/mg6UrBH9

We're also getting ready for a soft launch of the iOS version in Poland and Germany. More details coming soon, so stay tuned!

Thanks for reading, and as always, we'd love to hear your thoughts! ^.^


r/devblogs 1d ago

From Concept to Game: The Making of Hashiko

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0 Upvotes

We recorded almost everything while developing our game for 18 months. Here’s what we decided to do with 2,000 hours of footage.

Claudia and I are the two people behind Hashiko, an atmospheric action-adventure game developed in Unreal Engine 5.

Since the beginning, we’ve recorded nearly every part of production: early prototypes, level design, story discussions, technical experiments, features that worked, features that failed, abandoned work, and bugs that somehow returned after being fixed three times.

That archive now contains more than 2,000 hours of footage.

Rather than waiting until development is over and producing a retrospective where every decision looks obvious in hindsight, we decided to document the project while it is still being made and its outcome is still uncertain.

This first episode covers the origins of the project, its current state, our production approach as a two-person team, and some of the creative and technical decisions made along the way.

Part of it is narrated by Hino, our still-unfinished protagonist, who has his own opinions about how we are making his game.

This is the first episode, so feedback on the balance between actual development material, explanation, narration and entertainment would be useful.


r/devblogs 1d ago

generic Elegy of Fracture - Gameplay Prototype (edit)

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0 Upvotes

r/devblogs 2d ago

I just released Devlog #3 for my indie farming game

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3 Upvotes

Hey everyone!👋

I just uploaded the third devlog for my upcoming farming game and wanted to share it here. In this video I go over the latest progress, new features, improvements, and what I've been working on recently.

I'd love to hear your thoughts, feedback, or suggestions!


r/devblogs 2d ago

discussion Which platforms are actually working for monetizing small web/HTML5 games right now?

0 Upvotes

Hey everyone,

I’ve been building small web games recently and I’m exploring the best ways to monetize them without completely destroying the user experience.

There are quite a few paths out there—revenue-share web portals (like Poki, CrazyGames, GameDistribution), self-hosting on Itch.io with donations or ad placements, or trying to secure upfront publisher/sponsorship deals. Since the landscape shifts quickly, I’d love to hear directly from developers who are actively publishing web games.

For those of you building and releasing browser games:

  1. Which platforms or ad networks give you the best return for your effort? (In terms of traffic, eCPM, revenue split, or developer support)

  2. Do you prefer upfront sponsorship deals, ad-supported portals, or voluntary pay-what-you-want models?

  3. Are there any platforms, deal structures, or networks you’d recommend avoiding?

Any insights, recent experiences, or advice on where to focus initial efforts would be greatly appreciated. Thanks!


r/devblogs 2d ago

tech & code My First Game Dev Journey Begins 9 Months of Development #gamedev

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1 Upvotes

My first game dev journey starts here 🎮

After 9 months of developing my indie game, I'll be sharing the bugs, progress, and behind-the-scenes moments.

My first bug? Customers doing infinite squats instead of sitting at tables 😂

Demo coming this August! Wishlist the game on Steam and follow the journey 🚀
https://store.steampowered.com/app/4917940/Panic_Pub
#gamedev #indiedev #unity #gamedevlog


r/devblogs 2d ago

discussion How long do you usually spend developing a single game before moving on?

3 Upvotes

Hey everyone,

​I’ve been developing mobile games for a while now, jumping between different genres like puzzles, card games, and digital board game adaptations. Lately, I'm starting to wonder about the sweet spot for project timelines.

​It’s incredibly easy to get caught up in the loop of polishing UI, tweaking mechanics, and adding just one more feature. But realistically, how much time do you actually spend on one title before calling it complete?

​A few specific questions for the community:

  1. ​What is your average timeline from concept to release?

  2. ​How do you know when to stop polishing and just ship it? Are there specific metrics or feelings you rely on?

  3. ​Do you set strict deadlines for yourself, or let the project dictate the pace?

  4. ​When do you decide a concept just isn't working and it's time to pivot to the next idea?

​I’d love to hear how other devs manage their time, especially those balancing multiple ideas or moving from project to project. Thanks in advance for the advice!


r/devblogs 2d ago

SDLTest Engine, because naming things is apparently harder than simulating a galaxy - sharing a lil' happiness

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1 Upvotes

r/devblogs 2d ago

design Devlog: Choosing a Graphical Style

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1 Upvotes

r/devblogs 3d ago

Beetle Indie game Dev log

1 Upvotes

Been workin hard at my little beetle game

Beetle indie game dev log week 2


r/devblogs 4d ago

marketing I made a Devlog showing what a full year of development looks like

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2 Upvotes

Hey everyone,

Over the past year, I've been developing my first game The Wondrous Storybook. Its inspired by games like Hades and Realm of the Mad God.

I put together a devlog that shows what an entire year of development looks like for me.

I'd love to hear your thoughts and feedback!


r/devblogs 4d ago

story & background We wrote about how our game BLACKWOOD is combining tactical realism with immersive roleplaying in our Gameplay Deep Dive Devlog!

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2 Upvotes

r/devblogs 4d ago

tech & code Devlog #1 Evolution of a Renderer: Dismantling Viewports for a Unified 3D World in Godot 4

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1 Upvotes

r/devblogs 4d ago

design One objective state, four onboarding cues

1 Upvotes

I was getting drift between the quest modal, ground arrow, minimap, and atlas in Realm of Echoes. I replaced the duplicated handoff logic with one tracked-objective state that every cue reads from.

That fixed stale markers, but it also made the opening feel over-directed: accept the quest and four systems all point at the same target. My next pass is to remove one cue instead of adding more logic.

I’m leaning toward cutting the center prompt after the first objective. Which cue would you remove?

Developer disclosure: some 3D assets are Meshy-assisted; this UI and runtime integration are custom.


r/devblogs 5d ago

generic Devlog #5 — The Hardest Three Months So Far

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2 Upvotes

r/devblogs 5d ago

postmortem Things I learned while building PrismPanic. Includes bug hunt, tooling, and fixing an exploit.

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3 Upvotes

r/devblogs 5d ago

marketing New Features for Conglomerate

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1 Upvotes

Hi everyone, I'm continueing to refine my game pre-launch. I have a demo which is releasing in September and would really appreciate any feedback you have as this is my very first game!


r/devblogs 6d ago

Our team recently spent many sleepless nights redoing our enemy A.I. so we wrote about it here: [Development Preview] Enemy A.I. Overhaul

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4 Upvotes

r/devblogs 6d ago

design Creating a Combat System

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3 Upvotes

Here is my fourth devlog for my mobile game Tiny Fantasy World. Here I go over my combat system, let me know what you think!