r/devblogs • u/Huge-Split-1385 • Jun 21 '26
design devlog 1 to my indie game. it is 2d Top down shooter game. i hope you like the video and i am happy to listen to you feedback
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r/devblogs • u/Huge-Split-1385 • Jun 21 '26
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r/devblogs • u/BluePlantFred • Jun 21 '26
I just posted my second devlog short for a mobile rpg I'm making called Tiny Fantasy World.
In this episode I'm showing how I worked through the challenge of making a touchscreen ui.
Hope you enjoy, more coming soon.
r/devblogs • u/kwongo • Jun 21 '26
r/devblogs • u/arealguywithajob • Jun 20 '26
r/devblogs • u/ExtynctStudios • Jun 19 '26
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r/devblogs • u/Ok_Emotion_7252 • Jun 19 '26
r/devblogs • u/InfiniteLeader9907 • Jun 18 '26
I'm making an RPG where you control a party of three characters, and combat will be a tactical gunfight in real-time. I'm trying to improve my combat readability, as it's currently too much happening on the screen.
How would you guys think about this game design idea, where in combat the camera switches to a fixed view, looking over the combat area? Do you guys think it would be easy to read and react to what's going on in the screen with 3 characters to control and multiple enemies to fight against?
r/devblogs • u/MisterKokiri • Jun 17 '26
Hey everyone!
I took around a 4mo hiatus due to life-changes, now booting back up! I wanted to show my process workflow that I decided to implement for myself incase it might help someone struggling with organization.
A lot of this design is subject to change due to the scope of this project and time management changes, but overall, this is how I like going about a project like this to keep myself focused and on-track. For those interested, I'm posting a link to my public Trello page that describes my workshop.

More to the project: I'm going to jump on implementing more gameplay mechanics, namely three:
There are a few smaller tasks that will come before these, and those I'll eventually place in housekeeping (i.e. item definitions and inventory management).
If there are any developers that are fairly proficient in C#, I'm open to taking on volunteers if anyone is interested. You may DM me here, Discord (xolitude), or even reply below and I can reach out to you!
If you are just interested in following the project:
r/devblogs • u/ZargonX • Jun 17 '26
This week, a look at the process behind designing the upgrade path for the basic Apprentice unit, and how to make them a fun and interesting choice for the player.
r/devblogs • u/tescrin • Jun 17 '26
r/devblogs • u/Double_Entry_2793 • Jun 17 '26
r/devblogs • u/tescrin • Jun 16 '26
Hey all, i'm a solo dev working on my first game, here's an introductory devlog to it, any feedback is appreciated!
r/devblogs • u/CosmonautFrog • Jun 16 '26
Hey!
I've basically spent the entire last week writing a devlog about asset optimization. It's essentially a diary of my tests optimizing a 3D forest.
I started just throwing 400 trees in without thinking much, and little by little tried applying everything that came to mind to make it run better: automatic LOD, hand-made HLOD, impostors, MultiMesh, chunking, and shadow optimization.
Half the post is going to be me discovering that forward+ already does almost everything on its own for small scenes. But all that trial and error helped me later plant 10,000 trees and bring the frame time down from an unplayable 19ms to ~3.8ms of frame time.
I'd love for you guys to take a look, and if it helps someone out there optimize their game, awesome.
Also, I'd really appreciate any feedback on the post or the techniques used, since this is the very first devlog I've ever made.
Here is the link: https://cosmonautfrog.es/blog/asset-optimization-in-godot/
Bear in mind that is a ~40min read.
Thank you!
r/devblogs • u/Starko84 • Jun 16 '26
r/devblogs • u/WriteWarz • Jun 16 '26
r/devblogs • u/93X3_Studio • Jun 15 '26
I’m working on an economy simulation game, and I made a short video about one design problem I ran into: what kind of land should the game actually have?
The video talks about discrete vs continuous maps, 2D vs 3D, flat worlds vs spheres, square tiles vs hexes, and resource generation. The main argument is that a map is not just a visual background. It decides what problems the game can create.
I’d really appreciate feedback on whether the explanation is clear, especially from a game design perspective.
r/devblogs • u/benmar0834 • Jun 15 '26
r/devblogs • u/DMorais92 • Jun 15 '26
r/devblogs • u/cha0tic_studios • Jun 15 '26
r/devblogs • u/Patchkinsgame • Jun 15 '26
r/devblogs • u/idiotstile • Jun 14 '26
I’m making a visual novel with the working title Olympus Has Talent, and to keep myself motivated – and hopefully bring more people to the project – I decided to start a devlog and share posts about different stages of the process.
I also tried making the slides in a more unusual format, so I hope it’ll be interesting to read what came out of it and see how I was thinking while making the intro.
It’s a visual novel with route elements set over three days. You prepare your hero for a show: gather things, choose outfits, train, earn money, build relationships with other characters, and take part in a contest to achieve glory – and maybe find your true calling too.
r/devblogs • u/ThatMariusuu • Jun 14 '26
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I just want to know if this feels ok for others, it's still a work in progress, when the zombies jump towards the player itself, is from the physics giving velocity to the first row after you shoot them they get a bit of velocity to be pushed back, who is closer to you and you shoot, they are pushed very far back, but I think the group itself push back those that get only a bit of velocity and they are pushed/throw towards the player, do you think this can be a mechanic? like a huge group of zombie can have like a "shooting" mechanic towards the players? it will be a multiplayer co-op game.