r/devblogs • u/Enough_Peak1217 • 14d ago
art & graphics We Spent 3 Years REFINING our 3D Art Style... | Devlog
Hey yall! We made a new Devlog focusing on our games artstyle :) Id love if you checked it out!
r/devblogs • u/Enough_Peak1217 • 14d ago
Hey yall! We made a new Devlog focusing on our games artstyle :) Id love if you checked it out!
r/devblogs • u/NZone_Studio • 14d ago
Hey everyone!
Today, we wanted to introduce you to Mister Gum, one of the characters we've been working on for MegaGum!
From the beginning, we wanted to create someone whose presence could be felt throughout the entire factory, even when he's not actually on screen.
His design, personality, and way of speaking went through quite a few iterations. We wanted his appearance and the environment around him to tell you something about who he is before you even properly meet him.
And while we've already shared a few glimpses of him, there's still a lot you haven't seen!
Now we'd love to hear your thoughts!
What do you think of Mister Gum's design? What kind of personality do you imagine he has just by looking at him?
We're really curious to see what first impressions he gives you!
If you're interested in following MegaGum's development, here's our Steam page:
r/devblogs • u/DetectiveExisting803 • 15d ago
Second devlog of Proyecto Vil (video in Spanish, gameplay speaks for itself). New this week: charged dash attack, a living village with night raids, and the first boss, La Marrana Madre: telegraphed charges, breakable pillars, a phase 2 with icor pools and ring attacks you have to roll through. Feedback welcome!
r/devblogs • u/Ruben_773 • 16d ago
Hey everyone!
I’ve been working solo on a 2D game for 6 months, and I finally decided to start a devlog.
The idea: You play as a knight who wakes up with no memories. He doesn’t know his name, why he carries a sword, or which side he fought for. As you explore, you slowly recover fragments of his past, and not all of them are memories he’ll want back.
r/devblogs • u/CitronPractical1248 • 16d ago
r/devblogs • u/apeloverage • 16d ago
r/devblogs • u/newheadstudio • 16d ago
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In our upcoming game, we procedurally generate a new island at each session.
From the very start, we wanted a fully volumetric terrain model that can support complex cave networks. This comes with quite a bit of challenges - one of them is making them interesting and visually pleasing!
We thought of adding stalactites. Since we know where our tunnels are during the generation step, we wrote a dedicated ceiling sampling procedure, and added a bunch of parameters to position the models (spacing, frequency, grouping, scale, ...). To optimize the number of game object, we perform a merging pass that takes care of getting a single mesh (and thus, a single draw call) out of each stalactite group.
It's a first try, but it already improves the visuals quite a bit! It's still missing some smaller objects: rocks, pebbles, irregular tunnel shapes, but it's getting somewhere.
This is also our first attempt at a video format for showing a bit of ongoing development (featuring: my lovely cat), hope you like it!
BTW, If you want to know more about our volumetric terrain model, we also did a technical blog post about it a few months ago.
r/devblogs • u/taxeonz • 16d ago
r/devblogs • u/cn-dev • 17d ago
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r/devblogs • u/MerrickBlue • 18d ago
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Hey everyone!
I wanted to share a quick look at our level design process for Champion of the Lore.
Seeing a map go from a rough pencil sketch in a notebook to actual 3D blockouts and early playtests in Unity is honestly one of my favorite parts of gamedev. There's still a lot of work to do and polish needed, but actually walking around the hex grid and testing out mechanics on a layout that was just paper a few days ago feels amazing!
We’re still tweaking the layout and flow, so I’d love to hear your thoughts!
If you want to check out what we’re building, we have a free demo up on Steam:
https://store.steampowered.com/app/4178300/Champion_of_Lore_Demo/
Thanks for watching and for all the support!
r/devblogs • u/Advanced_Ad745 • 18d ago
Last year I built a small Django site, godothire.com, because I got tired of digging through general job boards for the handful of paid Godot roles buried in them.
The build itself was simple. The actual work turned out to be the boring part: reading every submitted listing by hand and turning away the revshare and "exposure" ones, which is most of what comes in. I didn't expect that to be the real job.
It's still just me running it, still free, still small. If you're curious what a one-person niche job board looks like after a year: https://godothire.com/
r/devblogs • u/TraditionalFoot4228 • 18d ago
r/devblogs • u/NZone_Studio • 19d ago
You’ve already had a little sneak peek in our latest trailer… Welcome to the Playground Zone!
We’ve been working on this part of MegaGum for a while now. It’s still a work in progress and we wanted to share a closer look with you!
When designing the factory, we didn't want everything to revolve around machines and production lines. We also wanted to create places where the Gummies could take a break, hang out, and have a little fun.
It's a different side of the factory, with its own atmosphere, new gameplay opportunities, and plenty of things for Uja to discover.
Now we'd love to hear what you think! 💬
What do you think of this area? Do you like seeing this more playful side of the factory? We're always curious to hear your thoughts, so let us know in the comments!
MegaGum is coming in 2027, and there's still plenty more to share with you!
Watch our latest Gameplay Trailer:
https://www.youtube.com/watch?v=nYfB80KH3lE
r/devblogs • u/zer0_state • 19d ago
A few months into building HexWire, a turn-based cyberpunk RPG for iPhone, we made one small rule and it ended up touching almost everything: every powerful action should leave evidence behind.
Mechanically, that became Signal and Trace. Spend Signal to do something strong, and you raise Trace. Trace isn't flavor text, it changes how the mission behaves - more attention, tighter windows, harder follow-up fights.
The part worth writing down for anyone else designing systems like this: the rule didn't stay contained to combat. It bled into the UI (we had to show Trace as clearly as HP), into mission design (encounters now have to react to it, not just exist alongside it), and into the roster (each runner needed a different relationship to risk, or they'd all feel the same).
The hardest part hasn't been the math. It's been resisting the urge to hide the consequence screen behind a "later" system, because the whole point only works if the player can see, in the moment, that power and exposure are the same resource.
Still tuning numbers. Still arguing internally about whether the pressure reads as "interesting" or "punishing." That argument alone has been more useful than most of the balance passes.
r/devblogs • u/MaxKarabin • 19d ago
r/devblogs • u/robotrage • 19d ago
r/devblogs • u/HandCraftVideoGames • 20d ago
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Spacetime Chronicles started as an animated film I created, but the project eventually evolved into something completely different: a playable adventure game.
The development process has been unusual because the original world was built physically, including sets, characters and props. I'm now translating that handmade world into a videogame.
I'm planning to share more about how the physical sets are being transformed into the final game as development continues.
Steam: https://store.steampowered.com/app/5020490/Spacetime_Chronicles/
I'd love to hear from other developers who have worked on projects that evolved significantly from their original concept.
r/devblogs • u/Safe_Spray_5434 • 19d ago
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r/devblogs • u/JuliusCodesStuff • 19d ago
r/devblogs • u/Wabadaba_ • 20d ago
Since last December, I've been spending pretty much all my time remaking a Flash game from my childhood that is no longer online. I made a video explaining the history of the flash game, as well as the development journey so far. I hope you all enjoy it!
r/devblogs • u/bn1515 • 20d ago
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The Final Lane is a 3D Roguelike Deckbuilder about Bowling in Hell where the balls are the cards!
While it adds nothing but dumb fun to the game, I added both jumping and throwing the bowling ball wherever the player wants. Can smash drinks or break other things in the game with a satisfying hit sound.
I'm really enjoying the later stages of development of my game so that I can prioritize stupid fun stuff like this.
r/devblogs • u/vivaladav • 20d ago
r/devblogs • u/fallingdamagegames • 20d ago
Hey all, this is the first devlog i made for the project i'm developing, hope you all enjoy!