#weekly devblog
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zakbfree · 10 months ago
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Sanctuary - Free Animon Story Module Now Available
The Sanctuary module for Animon Story is newly available as a free download. This module was previously one of the monthly exclusive releases for Ko-fi Members.
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Sanctuary is all about building a safe, comfortable place where animon can live happily in a community. It contains a new campaign framework, and supporting optional rules, for running and expanding your own Sanctuary, whether it's the focus of your campaign or a downtime activity.
Build your Sanctuary, create a home for all kinds of animon, and help each resident as you build new bonds!
Download Sanctuary on itch.io.
Funded by Ko-fi Members
This free supplement for Animon Story was funded by, and originally exclusively released to my Ko-fi Members in September 2023.
Ko-fi Members help support Animon Story, and get rewards on a regular basis, including a weekly behind-the-scenes devblog, early previews of upcoming projects, and brand new exclusive bonus releases every month, just like this one!
Become a Member
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csalt3d · 1 year ago
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Calamity Chord Devblog#3
Hi, people been a hot sec since I dropped one of these. I am going to continue with these but I’m dropping the “weekly” mantra cause school’s a bit of a bitch (not sure what psychotic part of me thought I could keep this up every week lol). But the important part is I’m back on the grind baby and got some new stuff to have y’all gander at!!!
First up, ENEMY ANIMATIONS. Not much to note the enemies are cool little crow guys now and do cool little crow guy things. I had multiple different people tell me it looks like the bird from hello neighbor 2 but other than that I think they're pretty cool.
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Kate also has a brand new parry to keep enemies off her back. In the animation she pulls out a microphone and holds it proudly and when a badguy hits her BOOM she screams her heart out and they get sent flying. If you're near a wall while this happens you can even get a combo off of it.
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Last but not least I'm setting up a simple dialogue tree system which was A LOT easier than I thought. The UI is obviously not finished but after this I can really get started on making the first tutorial level of the game which will also work as a pre alpha.
Welp that's all for now. See you guys next devblog. Development is going smoothly and I can't wait to put out what I've been working on so far. Feel free to ask me any questions or comment below any thoughts/suggestions and follow me if you want to follow this game's development.
Have a great day and catch y'all on the flip!!! :3
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bloomdigital · 2 years ago
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Want to know more about developing visual novel games? We're taking you behind the scenes of LongStory 2!
📅 Tune in on Sundays for our weekly devblog starting Sunday December 3rd, 2023!
⏰ Around 6:00pm PT / 09:00pm ET
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onestepfromeden · 6 years ago
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Weekly Update #51 - Play as Reva!
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Reva is now playable in the free Demo: 
https://tmkang.itch.io/osfe
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Reva is a shield focused character, using it for defense as well as offense. Her kit revolves around balancing and managing her shield as a resource! To conserve her shield, she also has the ability to reflect attacks. Instead of an auto-attack, pressing the weapon button brings up a short duration reflector that will send enemies attacks flying right back  at them! 
The first goal for Reva was for her to be fun to play. The second was to give her a unique playstyle that clearly differentiates her from Saffron. This has to be achieved through just the sprites, starting spells and items. I wanted her kit to show off the strength of shields, and their offensive power. OSFE is in large about the little mini-games you’ll be playing. For Reva, one of them is moving as much as possible to gain shield through her item (Gain 1 shield whenever you move). Each of her spells also has a little game including diag beam trying to figure out the best angles to hit all the enemies, and Shield beam holds you in place while you try to line up as many enemies as possible, so there is a bit of timing involved in that. One of the main differences though is the Reflector instead of Saffron’s 2 dmg auto-attack. With some enemies it almost turns into a rhythm game where you have a short window to press E to reflect to the beat of the enemies attacks.
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I hope you have fun with Reva's different play style. Both characters are still unfinished and will be different in the final game.
We also just reached 300% on our Kickstarter with 10 days left! https://www.kickstarter.com/projects/tmkang/one-step-from-eden
Play as Reva: https://tmkang.itch.io/osfe
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rojisroomrpg · 6 years ago
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Smoll update
This is my second art style in the game! lmk if you feel like its conflicting with the primary art style.. (constructive) criticism is much appreciated !
This month is still slow but working on it little by little everyday cause ya know nursing school aint easy. But yeah its going!
Weekly Blog:
This is my first time not posting on saturday but I literally was out the whole day till midnight so didnt have the chance, well its technically still weekly cause ya know sunday is the last day but anyways... Im loving all the art for this game, it really makes me happy and still all the new people coming in and talking to me its fun! We dont have to only talk about game dev stuff im a being on this earth aswell so we can talk about virtually anything! Im really open, I love to talk about dreams so if you like that lets do that. I hope YOU HAVE A WONDERFUL DAY ! 
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triceann-blog1 · 8 years ago
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Weekly devblog #1 ENG
This week, we began by setting up all social network pages and finalizing our presentation video ! After reaching this milestone of our application, we went back to working on the game itself !
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Léa, environmental artist
I drew a concept for a celtic house, in order to better express what the village’s style and general atmosphere would look like. I found inspiration in celtic housing with hay roofs, but also in typical fantasy housing, so the design would feel cuter and interesting. I then added bright colors and celtic symbols. The “welcome” sign is supposed to highlight the contrast between the villagers’ attitude amongst themselves and their attitude towards our main character, the shepherd, whom they fear.
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The house’s overall shape allows for a modular approach : I can detach the roof and stack the houses vertically, which will be extremely useful in terms of level design. Moreover, it can be easily modified into variants : change the paintings’ colors, remove the door, add windows…
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Louis, level designer
We plan on making three levels for the game. The players’ goal will be to go from their starting point to the sheep’s location, before nightfall.
There will be several paths leading to the sheep, each with their obstacles and rewards, all connected together ; thus the players will take advantage of the levels’ replayability depending on their skill and coordination as a team. Every week I will showcase the level design’s progression !
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Noé, game designer & programmer
Right now, the mechanical prototype contains the shepherd, with its different possible actions. Moving, jumping, attacking, dashing… with varying intensity, given the three players’ inputs.
I am currently waiting for the shepherd’s first animations, so I can begin to work on the game feel (how the game feels when handled by the players) and iterate with the group to tweak the animations !
The goal is to have a playable and enjoyable shepherd as fast as possible, in order to begin testing with players which aren’t in the group. We’ll then be able to analyse the players’ learning process and balance the shepherd accordingly. Simultaneously, we’ll be testing Louis’ first level design drafts !
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Laura, character artist & animator
For the shepherd’s animations, I made a first puppet on After Effects using the DUIK plugin, in order to get more familiar with the software. The basic facial expressions and eye-blinking are still missing. Thanks to this first draft, I have identified which elements must be reworked in order to make the animation smoother. For example, the shepherd’s bag’s straps are problematic during the animation, therefore I intend on welding them to the skirt’s layer and only let the pompoms be partly independent, as to allow a certain freedom.
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This puppet will allow me to easily produce animations so Noé can keep prototyping on Game Maker Studio. I’ve made a list for necessary animations : grey animations aren’t integrated in the prototype yet and red ones aren’t essential.
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We’ll also need to determine the enemies’ designs based on our concepts, in order to integrate them in turn inside the game.
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Hugues, sound designer
Right now, I’m working on sorting out my different sound libraries and crafting sounds and atmospheres in the most authentic way possible, so to immerse the player in an environment worthy of a celtic tale.
For the game’s soundtrack, we have contacted the band ADALTA, four blue grass musicians - a country music subgenre - who accepted to work on us on this project ! See you next week!
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moonless-if · 4 years ago
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MOONDAY UPDATE, JANUARY 3rd 2022
long time no update! i've been on a semi-hiatus from moonday updates (partly because of the holidays, mainly because i've been completely day-blind for the past few weeks).
i've still been working and writing on The Moonless though! i'm hoping to be able to get a demo "patch" update out this week, which will at the very least contain a light mode, edited dark mode and added dyslexic friendly font. maybe a surprise or two as well 👀
other news is that i'm also planning on participating in interact-if's game jam, which will be a little side-project for me to work on so i'm hoping it's not going to take too much time away from working on The Moonless, especially since the game jam only runs for the month of january.
this is also sorta (kinda, ish?) related to my last set of news, in which i'm considering making this a "writer blog" rather than a The Moonless-specific devblog, so i can have all my projects in one place, rather than a bunch of sideblogs. this is still very much up in the air, however, and i keep going back on forth on which route i feel works best for me.
that's it for this week though! hopefully i'm going to get better at remembering the weekly updates when i get back to work next week!
hope 2022 will be a great year for all of you and thank you all for all the support i got for The Moonless last year, and this year already!
- spacedfoxes
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punnugames · 4 years ago
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It’s Fantastic Friday again!!  🥳
The skill tree is coming along well, we have some great graphic designs for it so far ❤️. We also have some cute new 3D models, both monster and base item wise!  🥰
We have a lot more details in our weekly DevBlog, Fantastic Weekly!  🤩
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bedbedgames-blog · 5 years ago
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DevBlog 00 - Introduction
Hello!
We are Carlos, a programmer and game designer, and Inês, a concept and game artist, and together we’re bedbed! Currently we are in the process of developing a videogame and this blog will be the place for our weekly updates. 
Until next time! 
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soulnetworx · 8 years ago
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Scholars of Arcanum Devlog #3: Give it a name!
First fo all, the game now has a title:
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The old project name “Magical School” was to formal. I wanted to have something interesting, mystical and a connection to the fact that this game is about teaching kids magical stuff :) I am very excited to read about what you think about the new title.
In the past days I made my first steps into vector graphic design and created the first iteration of the character design.
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The shape of the head is done, the rest is still wip. Because I am not very good at creating art I wanted to make a simple design with just a few elements to animate. Maybe next week the character ist done. On the technacial side I had to make some adjustments on the Save/Load system to make it run again. But now it is possible to save the game and continue it from the main menue. Also I made prefabs from every kind of room in 3 different sizes. But these prefabs are just placeholders to test the AI logic of the entities.
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So that was it for this week. If you are interessted about the progress of Scholars of Arcanum don’t forget to follow my twitter channel @S_NetworX.
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zakbfree · 10 months ago
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Become an Animon Story Member!!
All kinds of updates for Ko-fi Members this weekend!
The weekly devblog continues, the first monthly short fiction release, and a poll to decide October's Animon Story bonus!
The devblog contains some discussion of how the Legend's Wake manuscript is coming along, and some very exciting extra special secret news 👀
The first of the new 'monthly fiction' releases is called Finding Elsewhere, a fairy story about what happens to the one kid in the village who didn't get to go on a magical coming-of-age adventure. And for the first time, Members can vote on the next Animon Story release! The options this time are:
More Ani-Tool powers
Expanded Sanctuary mode
A new standalone adventure
Head over to cast your vote if you're a Member, or click below to become one if you wanna get in on the fun! Become a Member to get cool stuff and support me.
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kyletanirau · 6 years ago
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Midnight - A Development Story
Hello people of the internet,
My name is Kyle Tanirau, and I am an aspiring Game Development Student.
This Devblog is designed to show off the process that is undertaken when developing a video game. The game in question is Midnight.
Midnight is meant to be an immersive player experience, where the player gets lost in the woods, and then finds their way back to civilization.
My team and I are knee deep in the development process already, currently working away on assets and code.
This Devblog will be updated weekly, maybe even more often.
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csalt3d · 2 years ago
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Calamity Chord Weekly Devblog #2
Hey friends! It's me again and I don't have much to offer right now since I've been busy but here is a cool combo I made using the new chord Gravity Chord.
With this funny little chord you can play a Time and Space breaking note that suctions enemies right to you like a magnet and allows you to pull them back to you. With this chord you can give incoming baddies an extra beating without dropping your combo!
You can use this for all kinds of crazy things but this is all I'll show for now.
With Kate's moveset being fully complete be prepared to see enemies and some new lowpoly art coming from me in the future!
Catch y'all next week and have a great day! <3
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onestepfromeden · 7 years ago
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Weekly Update #50 - MAGFest Retro
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@magfest went really well. Despite the fact that we got there the morning of and brought everything except the stands for our banners. So that meant no 10x8ft backdrop and no popup banner that we had at Dreamhack. After some last minute calls however, we managed to find a place with a slightly janky 10x8ft banner frame. We were able to drive over there right before MAGFest opened! But it cost me $240.
At the booth, we gave out button pins, and rewards for playing/beating the demo.
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Rewards:
Reach last boss: Selicy enamel pin
Beat last boss: OSFE t-shirt
Back Kickstarter: Saffron enamel pin
Looking back, we probably should have given out the t-shirt for backing the Kickstarter, but it was really exciting when people saw the t-shirt and tried their best to get it!
I brought 5 friends along to help with the booth, and it made setup possible within 2 hours. If I was alone, setup would have taken at least 5. So I’m really thankful to them. Some of them even took a few days of PTO in order to attend MAGFest. They all said they had a ton of fun though, not just at the booth but playing other indie games and at the arcade.
This is the second booth I’ve ever run and it went even better than the first time. The crowds at MAGFest were huge, and at one point we had at least 25+ people forming a crowd around our 10x10 booth. This is despite the fact we had a pretty bad spot (hidden behind these two giant projector screens. Luckily that stuck out behind the screens seemed to draw people in!
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People really seemed to enjoy the silly obscure references and memes. The more obscure they are, the funnier it is when they happen to get it! Luckily with all the cards, I can throw a ton at em!
The boss fights were really exciting to watch, even after seeing people fight her for the hundredth time, it was still fun!
Running the booth 24/7 with the three setups was amazing. I would walk around the expo in the middle of the night at 3 or 4am and there would still be people watching and playing the game. Everyone was so nice there too, we didn’t have to worry about anything getting stolen even though we just had the laptops and ps4 controllers lying around.
I want to thank everyone at MAGFest for being a really awesome crowd!
Now for all the people I met! There seemed to be less industry/publishers/press in the crowd. It was mostly other devs, or people who came just to have fun. Since we launched the Kickstarter on the same day, this audience was perfect!
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-The crowded OSFE booth & expo hall
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-Yan from AetherAfter another mmbn inspired game
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-Scott from Splitty Robot a clever puzzle game (who I was next to at Dreamhack)
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-Also got to meet @nightmargin  from OneShot and Freddie Wong!
There were a lot of other cool devs from the games Unbeatable and The Last Hex. Both of which were pretty fun!
Oh and I can’t forget Risch and TTerra from the TeamBN Discord! (Join if you’re a MMBN fan!) It was so much fun to meet them in real life, they are really nice awesome people.
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One huge surprise was seeing @taxiderby​ there. A few years ago I played an Undertale fan game called Undertale Red, which had a fanmade boss fight and it was inspiring to say the least. The quality of the dialogue, character, art, and especially the game mechanics surprised me, especially for a fan game. It was so cool to see an existing game that was already amazing and see something that honestly blows it out of the water. As you can see it led to some boss attack ideas! While we were chatting he had a lot of fun ideas and suggestions, and I’m really glad I was able to meet and talk with him.
Next week I will probably have a retro about the launch of the Kickstarter!
Thank you for reading! And thanks to all the backers so far, it’s been insane. I can’t believe we already hit 200%!
https://www.kickstarter.com/projects/tmkang/one-step-from-eden
P.S. Launching a Kickstarter and running a 10x10 booth at MAGFest at the same time was Hell.
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retronator · 7 years ago
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It’s about time I say something about Tiny Thor, as it’s been sitting on my to-do list since, oh, I don’t know, half a year ago when the game’s artist Henk Nieborg started posting cool tutorials on Patreon.
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A lot has happened since then, among others also that Henk isn’t on Patreon anymore as he’s busy with all the cool projects he’s working on, such as Xeno Crisis, remember? And, of course, Tiny Thor!

The young, Mjölnir-wielding God of Thunder is designed and coded by Jochen Heizmann, who brings a bit of fresh air to the platforming genre by giving Thor a hammer worthy of a Breakout game.

“What the hell are you talking about, Retro?” I hear you cry. Well, dear reader, see for yourself.
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I might think indie platformers are as overabundant as snow in Scandinavia, but I can’t say the same for good brick breaking (thankfully we have Wizorb … also, as we wait for today’s IGF awards, let’s shed a nostalgic tear for Seumas McNally’s psychadelic art in DX-Ball). Anyway … Mentioning Breakout is one way to get me excited for a platformer (like Henk’s art wouldn’t be enough)!
Jochen recently started posting weekly to the game’s devblog, which I sincerely hope he keeps up with since his previous posts were full of useful information, such as how to handle camera movement.
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That’s another way to sell a platformer to me: gamedev science!
If you’re sold as well, you can pre-order the game on Itch.io for $20, which includes access to (future) betas and a Steam key on release. Or just give Jochen a follow on Twitter to keep up with the updates.
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triceann-blog1 · 8 years ago
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Weekly devblog #2 ENG
This week, we’ve learnt about our admission for the Hits Playtime, how great ! Getting back to school was therefore pretty pleasant, and we continued developing the project on the side.
Laura, Léa and Noé worked on creating and integrating assets inside the prototype for the #ScreenshotSaturday. You can check it out on our Twitter and Facebook pages !
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Louis worked on the level design : he made a tileset which will allow him to conceptualize levels more easily, establishing a draft for our tutorial level !
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See you next week for more content, our ask box is open if you have any questions !
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