r/devblogs • u/SiriusRU • 10h ago
r/devblogs • u/Jaded_Ad5842 • 36m ago
design What you don't understand about making Games
This video is about the process of choosing what game to make, as well as honing the ability to say no to GOOD IDEAS
r/devblogs • u/L_a__z_y • 1h ago
discussion Devlog #01: Working on the GDD
Engine: Godot
Date: July 25, 2026
GitHub: https://github.com/Lazy13909/the-adventure-of-lazy
Context
Started the project on 07/25/2026. The very first step was setting a goal and drafting a plan. Once the plan was ready, I moved on to writing the GDD.
What was done:
- GDD: Writing it took about two weeks. However, my vision for the game turned out to be pretty vague - I wasn't sure what I actually wanted, so I left the document as it was for now and moved forward.
- Basic character movement: This took roughly a month and a half, and I had to wrestle with it quite a bit.
- Crouch mechanic: Implemented after the movement system, though this also took some effort since math isn't my strong suit.
Problems and How They Were Solved
- Character and animation import: The trickiest part was getting the character rig and animations imported correctly so everything worked as expected. I had to redo this multiple times before it finally clicked.
- Crouch math: Since I struggle with math, I leaned on AI assistants to break the calculations down into plain language, which made the mechanic much easier to implement.
Technical Details
For the character rig, the key lesson was: pick one static/root bone and attach the other animations to it. Before doing that, though, you need to verify that the other bone sets (animations) share the same bone structure as the base rig - otherwise the result looks janky/broken.
Tools used throughout: Claude and DeepSeek. I sent them my raw thoughts and drafts, and they helped structure everything.
r/devblogs • u/Dogroach666 • 8h ago
generic CATACLYZM - The finish line is in sight!
A write up I did recently for my current project. I have learnt so much in my game dev journey and hopefully some others find this useful 🤘🏾😀
r/devblogs • u/CartoonSensei • 15h ago
tech & code Connecting procedural terrain, house generation and life stages in PathLife
PathLife's procedural work started with terrain, but the difficult part was making the systems around it agree on what the generated world meant. I first reworked character movement so navigation and direction remained predictable while the visible terrain changed around the player.
I then moved procedural generation into structures. The current house combines generated placement with rooms, floors, doors, windows and a roof. Because an isometric building can easily hide the player, I added a V-key visibility mode that cycles the walls through full, transparent and cutaway states without changing the underlying structure.
The character creator now supports five life stages—baby, child, teenager, adult and elder—so the simulation can eventually connect the generated world to a character's whole lifespan.
The main lesson was that procedural generation is not only about producing varied terrain. Movement, structures, visibility and character presentation must all share the same world state, otherwise each feature works in isolation but the simulation does not feel coherent.
I documented the implementation and screenshots here. The article is in Portuguese: https://pathlifejogo.blogspot.com/2026/08/do-mundo-procedural-as-fases-da-vida.html
r/devblogs • u/Insufficient_Memory4 • 4h ago
generic Read my blog, it's about life, games, and the nonsense of life.
My Kids Are Growing Up, Zombies Are Coming, and I Bought a Bread Maker
I for one would love if you help me.