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Latest DevBlog Activity
Happy late new year!
Where do we stand with Freja right now?
Since the last update, several improvements have been made. A new enemy has been implemented, we finished one of the minigames, made a saferoom and added a whole lot of new things.
Still a lot to do, but we're making good progress.
What we ha…
The Space Jump effect is pretty simple when looking at its individual components.
Previously I created a 3D star field for the environmental rendering.
I use the 3D locations of these stars in the effect.
When the effect starts, I start cranking up the light emitted for each star.
This is done by just …
Hello Bird lovers!
Today I will tell you more about our game. Let’s start!
Birding Simulator is taking place in Northern America. During the game, you will discover new places and thanks to that your map will be bigger.
On the map, you can see where you are, where are camps, lookout towers, and demand…
Hello Gamers!
We bring up another topic in our devlog - camera mechanics! This time, instead of the written version, we recorded a video for you.
We invite you to watch, comment, and add the game to the wishlist on Steam!
I think my mobile app, Terra Imperium is developed enough at this point where I believe I can showcase things about it professionally. The game was heavily inspired by Pokemon Go, and since that initial spark of inspiration has deviated heavily. Instead of collecting Pokemon, you are collecting blu…
Hello Bird-lovers!
Welcome back to our cyclic Devlog where we present various aspects of the Birding Simulator. In this issue, we will tell you a bit about the map and the most important element of the game - birds.
Map
The map in the ga…
Hello Drivers!
We are very pleased to meet you. We are the team responsible for the communication of the Outlaw Driver Simulator project. We want to bring you closer to the content related to our game. We hope to diversify your waiting time for the premiere with our posts.
As you probably already kno…
Hello there! In today's devBlog I want to share our progress this week.
In a previous devblog I set a goal for myself: improve my cartoon shader. It take more time than I expected. I had problems with URP cause most tutorials were done on SRP and of course, writing shaders for them is a l…
In today's DevBlog, we’ll talk a bit about the promised inventory and how it works.
Shop MechanicWhen we thought about the inventory, we wanted to make a traditional store, where in some corner of the screen there will be a panel with towers that you can buy.However, this idea…
Welcome to our forty-third blog post!
Its been a little while- after a short hiatus, we’re back to begin discussing major gameplay and programming advancements in our Open World RTS, Fragment’s Moonrise!
We’d also like to announce we’ve been working on a Kickstarter, and we’re hoping to launch it soo…
Hey! We hope you’re doing great during these hectic times.
On our side, we’ve been eager to share with you the details about our progress during the last stage of development of the strategy card game Causa, Voices the Dusk. As you may know, big news are on the way!
As is often the case in game…
(Sorry for the delay! The DevBlog did not save so this is my second time writing this entire thing out again. Second time is the charm, am I right? ❤️ )
IntroductionHey friends! It's good to be back! It's been a busy time for all of us over here at Venatus between celebrating T…