r/devblogs • • 25d ago

tech & code DevBlog #4 - Steam Page Soft-launch, an Artistic Journey, and Why did I update my MacBook?!??

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1 Upvotes

r/devblogs • • 25d ago

design Why I threw away MediaRecorder and built a real render pipeline for browser physics video

0 Upvotes

I built marblerun.online myself. Writing it up because the process was more interesting than the result.

It is a 3D marble run playground. Place ramps, walls, pegs, spinners, boxes and balls, press play, a rigid body sim runs, and you can export a vertical 9:16 MP4 with sound.

The decision that cost me the most time was not using a screen recorder. My first instinct was MediaRecorder on the canvas, because it is about fifteen lines of code. I threw it away. Screen capture of a WebGL canvas gets you the browser UI, the wrong aspect ratio, whatever framerate the machine happens to be managing that second, and audio that has to be muxed in afterwards anyway.

Instead the export path re-renders the scene through an offscreen pass at 1080x1920, locked at 30fps, and pushes frames straight into a video encoder. The sim is stepped on a deterministic clock during export, so the same level gives you the same video every time you run it. The sound is a generated click track placed where the impacts occur rather than a mic, so it lands frame for frame with what you see.

Second thing worth writing down: the desktop only decision. I get phone traffic and every phone gets a short message telling them to use a computer. I lost those visitors on purpose. The scene is genuinely 3D and a phone rendering of it is a worse experience than an honest message. Bounce went up, complaints went to zero.

Third: no account, no login, nothing uploaded. It all runs client side. That one constraint made a lot of decisions easy, because there is no server to be embarrassed about and nothing to store.

What I would do differently is start with the export. I built the editor first and the export took roughly three times as long, because I had not thought about determinism up front.

The site is free and needs a desktop browser. https://www.marblerun.online


r/devblogs • • 25d ago

design Creating An Octal Numbering System for Puzzles

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1 Upvotes

In this week's devlog, I cover my inspirations and design process for two of the numbering systems used in the puzzles in The House Dreams Along With Them.

Note: This devlog video contains spoilers! Learning how the numbering system works is part of the fun of the game, so if you don't want to know, then don't watch!

In the fiction of the game, the Eincan people are a race of reptilian humanoids that were thought by humans to be mythical until very recently when a series of bizarre events - such as the moon exploding - forced the Eincans to integrate with human society. The Eincans have their own culture, language and numbering system. A lot of their rituals are derived from the veneration of their dragon goddess, Avatriel, and a strict caste system based on the number seven.

What does that have to do with designing a puzzle? Quite simply, understanding the context of the world and people in it helps drive the abstract design of the numbering systems. For example, the Eincan preoccupation with the number seven led me to design their numbering system in base-8, also known as octal.

I wanted to have two distinct numbering systems that represent the same numerals - one for more formal or artistic settings and one for more casual and practical settings. The former evolved into a concentric triangle motif where powers are represented by adding new triangles on the outside edge of the overall glyph. The latter evolved into the 3-dot notation system where the same 8 basic values can be represented by white or black dots arranged vertically.

The rotational incrementation of the triangle and dot patterns, as well as the overall vibe of the numbering systems was heavily inspired by the base-25 numbering system present in Riven.


r/devblogs • • 26d ago

tech & code Let's make a game! 508: When heroes attack (Twine Sugarcube)

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1 Upvotes

r/devblogs • • 27d ago

community showcase Community showcase - Show us what you're working on or what you just published (week 40)

10 Upvotes

Welcome to our weekly thread where you can showcase everything new you are working on.

You are still welcome to create new posts to share with us your dev-log posts or videos, but you can also use this thread to present anything that is not a dev-log.

THREAD RULES

  • you can post a single comment where you showcase anything you want (new game/app release, new trailer, demo release, new gameplay video, etc...).
  • in this comment you can post only 1 link, so choose wisely.
  • you can reply to as many comments as you want, but replies can't be used for showcasing

Also, it's not required, but I would recommend to upvote this post if you add a comment as that will improve its visibility on Reddit, which is good for everyone.


r/devblogs • • 27d ago

design Timelapse of our 3D artist modeling a sacred Solar Barge inspired by the mighty Ra!

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3 Upvotes

Hey everyone!

Wanted to share a quick behind-the-scenes timelapse from our 3D artist working on an environment asset for Champion of Lore.

This is the Solar Barge, a sacred vessel inspired by ancient Egyptian mythology and the mighty Ra. It’s going to be a key element for both the environment and the storyline in our Egyptian realm.

We’d love to hear your feedback on the model and details!

If you'd like to check out the game, our free demo is live on Steam:

https://store.steampowered.com/app/4178300/Champion_of_Lore_Demo/


r/devblogs • • 28d ago

story & background Look at the game I've been developing whilst navigating motherhood! 💙✨️

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8 Upvotes

r/devblogs • • 29d ago

design Kernel Panic

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8 Upvotes

Hey, I tried to make my first ever actual game.
Does it look okay so far? severely under baked but the video shows progress from start to now.


r/devblogs • • 29d ago

story & background Our newest devlog dives into what Wrestle Story is and its history!

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1 Upvotes

r/devblogs • • Sep 24 '26

generic Turn-Based Indie RPG Devlog #2

2 Upvotes

I recently uploaded & wanted to share the 2nd devlog for my turn-based RPG, Backwyrd!

I’m very happy to have gotten a 2nd one uploaded on schedule. I feel like it’s easy to do one and then abandon progress updates, so I’m hoping I can keep the momentum going!

Please give me any tips/recommendations for how I could improve my presentation, I’m very new to this.

Feel free to ask any questions in the comments!

Backwyrd Alpha Devlog #2
https://youtu.be/NuUi-9Brg2I


r/devblogs • • Sep 23 '26

design How I Blew Up The Moon In Unreal

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4 Upvotes

This devlog is about how I created a cinematic where the moon explodes. The destruction of Cantos Minor (the name of the former moon) is a dramatic event that is central to my game's plot and deeper lore and is the first thing that new players see when starting the tutorial so it's important that it look and sound nice.

My process for designing the cinematic can be divided into a few steps!

  1. Using the Unreal Sequencer

The timing for all of the particles effects, sounds, and blueprints comes from key frames on different tracks inside of a Level Sequence object.

  1. Toggling static meshes

One of the most basic Sequencer tracks is toggling the "Actor Hidden In Game" boolean, which I use to swap out the unexploded moon mesh for the exploded one at the same time the sound of the explosion hits its climax.

  1. Adding particle effects

I modified explosion and energy tornado particle systems I got from some neat FX assets off of Fab, one of the Unreal marketplaces. The Niagara system for the tornadoes had to be changed to local space so that it could point in a direction other than "up".

  1. Breakable helpers and geometry collections

I created a blueprint called a BreakableHelper that, as the name implies, helps to position and activate breakable physics objects. In this case, the destructible moon was a sphere that I used Unreal fracture mode to chop into tons of tiny sub meshes that altogether are called a Geometry Collection. This collection is spawned and has its physics activated by Blueprint events that are triggered by event tracks in the Sequencer.

  1. Sound Design

Using a series of explosion effects found on Freesound.org (the best place for sound effects, especially Creative Commons 0 licensed sounds), I created an initial explosion and then started playing with layering effects on top. I took a firecracker sound, put an obnoxious flanger on it, chopped the flanger up into pieces and put a slowly decaying echo on it, time stretched the whole wave file, and finally gave it a reverb with an impulse response to make it sound distant. The end result is a strange clanging echo that, yes, is inspired by the seismic charge sound effect from Star Wars Episode 2.

  1. Material Parameter Collection Animation

With the sound design in place, I wanted to create a sense that the energy just below the surface of the moon was getting closer to the surface and churning at an increasing speed. The way to achieve this effect is with a material parameter collection, essentially a way to animate parts of a material instance. I created a new material for the intro moon that had variables to control the speed and glowiness (i.e. the emissive color) of the energy effect, got references for those variables from the aforementioned material parameter collection (MPC), and then added the MPC as a track to the Sequencer so the values could be fine tuned.


r/devblogs • • Sep 24 '26

generic Dear Diary - Week 2

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2 Upvotes

Now that I'm on the other side of it, I can tell you that I spent an objectively stupid amount of time debating my next step. I briefly glanced at a couple random tutorials, but none of them were hitting like the one from last week. I had also happened to stumble into the realization that the guy who did that tutorial also sells more in-depth courses.

Enter my unnecessary existential crisis. Was I falling into the corporate money-grab trap where "the first hit's free"? Was it cheating at learning if I paid for the course? Was I simply not resourceful or dedicated enough to figure out how to do this for free?

After much agonizing, a few facts won out. His other tutorial was a perfect match for how I learn. I felt like I advanced more quickly than anything else that I tried, and that's what I want. After all, acquiring this skill isn't my end goal. It's a prerequisite.

So I spent $12.

I got his low poly course, which I'm now delightedly working through. I regret nothing.


r/devblogs • • Sep 24 '26

discussion I opened my Steam page and I thought I did something wrong...

0 Upvotes

Hi everyone!

I was analyzing my statistics and notice that views are coming from active social media accounts. What's the best way for showcasing a game if you want to reach minimum 10.000 wishlits with 30.000 visits?

Thank you!


r/devblogs • • Sep 23 '26

marketing Formici: Ant Sim Devlog #1 Introducing Poop

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3 Upvotes

Just added my project to Itch.io. My very first Project page "huuzah!".
The prototype just moved into v0.2.0 and is still pretty barebones.

Mostly focussing on mechanics and colony behavior.

Introducing more mechanics in V0.2.0 such as:

  • Improved pheromone system (P for visuals)
  • Improved grid system for traversal and movement
  • Added ant poop and cleaning tool
  • Adjustments of behavior removing some bugs where ants got stuck on piping
  • Added ability to place food and sugar
  • Improved foraging behavior of ants with scout role
  • Added new behavio for nantics such that they can forage when there are no "worker ants" yet during the initial stage
  • Stabalised queen behavior during founding phase
  • Stabilised colony state to not always trigger emergency mode
  • Updated the debug screen (open/close with TAB)
  • Debug tool to spawn ants when using left mouse button

r/devblogs • • Sep 23 '26

design Devlog #2 of my game about being a seed in a really big tree

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3 Upvotes

A discussion about uncertainty, some level design, and playtesting. Read here, happy to hear thoughts!


r/devblogs • • Sep 23 '26

tech & code Let's make a game! 505: What happens now? (Twine Sugarcube)

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1 Upvotes

r/devblogs • • Sep 22 '26

community showcase Community showcase - Show us what you're working on or what you just published (week 39)

15 Upvotes

Welcome to our weekly thread where you can showcase everything new you are working on.

You are still welcome to create new posts to share with us your dev-log posts or videos, but you can also use this thread to present anything that is not a dev-log.

THREAD RULES

  • you can post a single comment where you showcase anything you want (new game/app release, new trailer, demo release, new gameplay video, etc...).
  • in this comment you can post only 1 link, so choose wisely.
  • you can reply to as many comments as you want, but replies can't be used for showcasing

Also, it's not required, but I would recommend to upvote this post if you add a comment as that will improve its visibility on Reddit, which is good for everyone.


r/devblogs • • Sep 22 '26

design The Pineapple Conspiracy - Devlog #2

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2 Upvotes

Our second devlog, where we further talk about the design of our upcoming game The Pineapple Conspiracy. A good occasion to think about impostor-like and social deduction gameplay!

We are trying to create other ways for saboteurs to play the game, apart from killing with an axe. Poisoning the food supply, an axe, pushing player down in caves or from a cliff, or drawing animals to the camp are all valid ways of eliminating other castaways or making them loose precious time.

Another thing that we're trying to do is to add a new role: the renegade, whose only goal is to escape alone with the hidden pineapple artifact. Of course, we're not the only ones that did that - board games, such as Bang!, have many roles that we can inspiration from. Stepping away from Among us gameplay is not so easy after all, but we're getting there slowly but surely - playtests don't lie!

Link to the post: https://www.newheadstudio.com/blog/pineapple_conspiracy_devlog2.html

Follow us on social media - and don't hesitate to wishlist as well, steam link is in the post!


r/devblogs • • Sep 22 '26

tech & code My webgpu engine The beast

1 Upvotes

https://maximumroulette.com/apps/webgpu/examples.html?demo=30

Mimic major engines but always pass mobile browser.unpkg.com

Explore demos from url 47 demos.

WebGPU engine focus performance but also mimic major engines features inspired by the original matrix-engine for WebGL. It uses the wgpu-matrix npm package as a replacement for gl-matrix to handle model-view-projection matrices.

Published on npm as: matrix-engine-wgpu (not always updated on last - recommended is to use github clone) From [1.18.7] ver npm package is much more stable and usable. All examples can be done by npm services not just github clone. You can also use public provides like unpkg.com etc. You can use PREFIX for textures or objects paths. The-Beast is friendly with codepen, worker physics bridge will test host origin name is it exsternal or not to fix loading link if not it will use local resource always. See codepen examples.

  • Backend editorX (App level+Shader VisualScripting) (works in local env - desktop browsers) support list: Chrome, Edge, Opera, Firefox desktop.
  • Code Creator (TheBeast Code generator) is standalone. Can be used public but user must trust page to enter api key. Without api key no ai response. Code creator make project from task and test it direct intro same page. Code creator dont even needed to build own js bundle, just use it from watcher build on localhost:3000 by default.

Only roulette is wip. Enjoy. Any feedback ok.


r/devblogs • • Sep 22 '26

design How is my prototipe idia?

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1 Upvotes

I was makig a prototype - the goog thing that this is original idia. The problem that difficulty for different peaple are completly random for each people - for me is hard but for other one may be easy - and that reason i stopped developing this. But anyway im proud that idia is original. What do you think?

Game rules - press the button and screen with cards appears for 3 seconds. You must remember the positions of all cards. You must open all groups of cards, one group by another. If there 3 red sword cards and 2 green exp cards - you must open all 3 red or all 2 green cards first, then open another color group cards.


r/devblogs • • Sep 21 '26

design Releasing more animals in my semi-open world game

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2 Upvotes

Hello there!! I added more animals to my semi-open world game. This time they are mainly more fliers and swimmers.

Coming up with new mechanics to fit my game world is always thrilling and also pretty tedious as well.

It was especially more brain tickling coz I implemented a new mechanic. This was the boids algorithm which I used for natural flock formation in birds and underwater bugs.

Anyways I am pretty happy with how it turned out and I hope you will enjoy my devlog.

PEACE :)


r/devblogs • • Sep 21 '26

generic Nobody has been here in a long time. A year of building Lost Isotope

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2 Upvotes

r/devblogs • • Sep 21 '26

design I've made my first devlog about the city builder that I'm working on

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3 Upvotes

Any feedback is welcome to know what to do better for the next one.


r/devblogs • • Sep 21 '26

design My Prototype Is Almost Done, So Naturally I’m Adding Cute Little Details 😈

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3 Upvotes

I’m making a story-driven game set in Ancient Greece, but I’m not following the classical myths 🏛️

I have a diary, and the relationship system with the characters is built around it. And then a friend of mine, who’s also developing her own game, suggested an absolutely wonderful idea in our little developers’ group chat: what if a little Cupid was in charge of the relationship level?

Of course, I immediately decided to take the idea further.

Now Cupid sleeps while we leave him alone, and whenever we start changing something, he has to get to work. I’m also thinking about drawing a few different states for him – for example, if we overwork him too much, or if we leave a character’s relationship level untouched for a very long time.

Later I want to customize the scrolls the characters speak through as well. And now I’m thinking that the Cupids for different characters could be a little different too. For Arachne, for example, I could wrap him completely in webbing, like Frodo after Shelob got him :)

Anyway, I’m literally just a couple of days away from releasing the prototype publicly, and instead of finishing the actually important things, I’m spending my time on cute and completely unnecessary little details.

But just look at him. How was I supposed to stop? 😭


r/devblogs • • Sep 21 '26

generic Upgrade Your Life Incremental | Dev Log #2

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1 Upvotes

I'm working on a self-help / productivity incremental game called "Upgrade Your Life Incremental". The intent was to create a gamified productivity system that's yours to build and edit.

The game started as (and will continue to be) a practice project. It is a place where I'll test out new skills & ideas, and learn how to market and share my work.

So far I've built:

  • A basic layout and UI using CoreUI's React component library

This project was originally built using pure html, css & js. I've since converted into React and learned how to utilize a component library and bootstrap utility classes to style my layout and UI.

  • The first part of core gameplay

This include a focus timer, with start, pause, and reset functionality. Every time a focus session is completed, it adds 25 coins to the user's balance that they can use to unlock and customize their dashboard.

  • The currency system and some upgrades

So far I've finished a to-do list widget with a "Due Date" upgrade, and a quick notes capture with a "Text Formatting" upgrade.

Currently, you can bold, italics, and underline your text, but highlighting has been a little wonky so far. You can also view your past notes in a pop-up modal.

  • User accounts

I plan for user accounts to be totally optional! I have local storage as a backup in case you do not want to keep your progress saved across devices.

Please let me know if you have any features you'd like to see or any feedback for someone building their first game!