Sentences with word «devlog»

Continue reading Devlog 19 — Drafting Games
Dom2D is a super-talented indie game developer who has been wowing us lately with his graphical TIGSource Devlog magazines on Venus Patrol.
We are currently working on figuring out what our game logo should be, but as you read in the last devlog, we do have some different ideas.
Since the next devlog would be December 22th, I can not promise it will be up on that date since we are with family in the Christmas.
I'm keeping this post short but sweet for today, but soon I'll be emailing out a much longer devlog discussing The Ghost Update, Adventure mode, and future plans.
It's been quite a while since I've done one of these long form devlogs (compared to shorter ones), so now that 2017 is in full swing I figured it was time to bring it back.
Hey everyone, Welcome to our 13th devlog article about our upcoming tactical RPG, Robothorium.
In the most recent Academia Devlog, you guys got a chance to meet our awesome game designer, Tristan Angeles (Pssst... if you wan na know what he looks like, watch the first 30 seconds of the video).
I've been doing my best to keep people apprised of development progress on Twitter, blog posts on Steam, experimental branch changelogs, etc., but I had been pushing off this massive devlog until we could announce the release date.
A lot of TIGSource DevLogs use animated GIFs to help showcase their game quickly, right within their forum thread.
This is the question I try to answer in my newest Devlog.
It's time for Towards The Pantheon «s 18th devlog!
In this ongoing devlog series for my upcoming game Missile Cards, I'm peeling back the curtain to share my processes, thoughts, tips, and experiences as I develop and launching a small commercial game on Steam using GameMaker Studio.
This week's devlog focuses on our tunneling system, which consists of procedurally generated tunnel chunks which connects hives around the level!
Keep an eye on this site, the Steam community, my Twitter or my TIGSource DevLog thread for the next update.
Continue reading Devlog 18 — Narrative in Games
Next devlog will be February 23th.
It's been quite a while since I've done a long - form devlog, so now that 2017 is in full swing I figured it was time to bring it back.
My next project has been to wrap up (and trim down) the stupidly long devlog / newsletter I've been writing.
Developer Lawrence Russell says he will have to apply again to Steam to have the full game added, but it's scheduled for Windows and Xbox 360 according to its TIGSource devlog.
But because that isn't the last of today's Bayonetta news, here is the new PC launch trailer, followed by a devlog video by Platinum Games, which sees the team behind Bayonetta talk about its initial development and its Steam release:
The increased focus on work - for - hire will mean that the amount of time we can use on our own projects will be decreased and therefore we have decided to change the time scale of the devlog from once every two weeks, to once every month — more specifically the last friday of a month.
If you read the devlog (of cause you have), you might know a little about the game already.
This is the devlog, that would have been out Friday December 22nd, but due to the holidays we decided today was a better option.
Upcoming blogposts will be on subjects: Development until now (Devlog), Roadmap ahead, Team Presentations, Spherical Worlds: Design and Development, Gameplay: Cooperation, and many more interesting topics.
It took us a few days to gain players» trust by sharing all of the devlogs that we had previously made on Youtube and establishing a track record of development.
I'll go deeper in the next devlog, but let's just say it's been intense.
I'm a game developer and this is my devlog.
Following up on Matt's last devlog, I'm going to wrap up our character creation process by discussing how we are rendering the characters in Lovers in a Dangerous Spacetime.
If you want to stay in the loop about all things Runner3, please feel free to check out what we're doing over on the devlog.
In the last devlog, I showed you an image telling you that this was supposed to be the the game header.
I will be posting a devlog every Saturday with a video to show updates on the game.
Sure, I write my devlog, but that's tailored to a different, more technical -LSB-...]
Read the devlogs to know what's coming, or when the kickstarter launches, and you can chat with the indie game team yourself at their discord!
Continue reading Will Glow the Wisp — Devlog 26 — Working on Movement Controls
Check out our devlog on TIGSource, a great site for indie developers.
Continue reading Will Glow the Wisp — Devlog 21 — Complexity in Games
In the YouTube video i go over all that and i am talking about how low friction controls can influence other parts of your game (where is it good and what traps to... Continue reading Will Glow the Wisp — Devlog 15 — Frictionless Controls and Characters
Continue reading Will Glow the Wisp — Devlog 17 — Prototyping a Casual Puzzler
Continue reading Will Glow the Wisp — Devlog 16 — Non Narrative Game Progression
It will feature customizable characters (only male is shown in the trailer, but Deli Interactive's devlog - like forum posts show female options) and hand - drawn art designed to evoke a 19th century feel.
Hope you enjoy the devlog!
Digital combined manual / artbook / devlog / contributor list / hatemail / occult tome.
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