Recent posts tagged devlog

Level UI • 23 hours • in Articles • 9 min read
Somewhere in the last year, "do we need an MCP server?" joined the list of questions that arrive in a brief before anyone has said what the thing is for. It is usually framed as MCP vs API, as though the Model Context Protocol were a newer kind of AP...
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  • ai
  • api
  • webdev
  • security
MTIndieDev • Oct 14 • in Videos • 1 min read
In this devlog, I continue shaping Kazuhara Resort by evening out the terrain and building its road infrastructure in Unreal Engine 5. The focus is on preparing the ground and creating routes that connect the resort’s different areas. I showcase the...
post-cover-31123
  • software-development
  • unrealengine
  • indiedev
  • devlog
Methodox • Oct 7 • in Articles • 3 min read
Overview I've always wanted to develop a video game — in fact, many of them. A Detective Story is far from the first attempt at Methodox; several earlier projects stalled along the way you can still catch a glimpse of one in Codename Wayhomehttps:/...
post-cover-30161
  • a-detective-story
  • devlog
  • crime-engine
  • video-game
MTIndieDev • Oct 6 • in Videos • 1 min read
While implementing player death and ragdoll physics, I ran into a persistent Chaos physics issue. The death system and ragdoll activation work correctly, but once the body hits the ground, it begins violently twitching, bouncing, and rotating, someti...
post-cover-30015
  • gamedev
  • unreaengine
  • indiedev
  • devlog
MTIndieDev • Sep 29 • in Videos • 1 min read
In this devlog, I’m showcasing the Flashlight, Lantern, and Battery Systems I’ve built for my game in Unreal Engine 5 using Blueprints. Both light sources are fully integrated with the inventory system and can be equipped, used, dropped, and swapped....
post-cover-29136
  • gamedev
  • game-development
  • unrealengine
  • devlog
MTIndieDev • Sep 29 • in Videos • 1 min read
In this development log for Life of Alex, I’m showcasing the interaction awareness system I’ve built to help players identify objects they can interact with naturally while exploring the world. The system combines icon widgets with custom depth shade...
post-cover-29135
  • gamedev
  • unrealengine
  • indiegames
  • devlog
Methodox • Sep 19 • in Articles • 9 min read
Fantasy Planet Painter Whole-planet-scale fictional world-building: continents, mountain ranges, rivers, valleys, and features as small as individual hills. Maybe eventually trees, buildings, houses, roads, and cities too? That has always been rou...
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  • fantasy-planet-painter
  • methodox
  • devlog
Methodox • Aug 1 • in Articles • 4 min read
Overview The past few months have seen several Divooka Explore Demohttps://store.steampowered.com/app/4770820/DivookaExploreDemo/ releases, with our efforts focused on rolling out procedural terrain generation features. These include random noise-b...
post-cover-23943
  • devlog
  • divooka
  • fantasy-planet-painter
  • procedural-terrain-generation
Methodox • Mar 19 • in Articles • 3 min read
Revisiting Flappy Bird – The Pain Point Remember our Flappy Bird example from mid-2025? !The Initialization Sequence for Flappy Bird Game in Divooka Interactive Demohttps://dev-to-uploads.s3.amazonaws.com/uploads/articles/509yykxr054pazr7crm6.png ...
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  • divooka
  • programming
  • oop
  • devlog
Methodox • Feb 24 • in Articles • 2 min read
!Scalar Operationhttps://dev-to-uploads.s3.amazonaws.com/uploads/articles/k0nmv1dzv1kuerx8vvr5.png Overview Anything useful done with a program eventually involves file I/O and some form of repetition. In Divooka, the dataflow context already make...
post-cover-12155
  • divooka
  • devlog
  • visual-programming
  • language-design
Methodox • Jul 29, 2025 • in Articles • 2 min read
Overview From the beginning, we've expected Divooka documents to support multiple graphs for efficient daily use. I consider this essential for scripting purposes, as dealing with file system entry references should be the last thing on our minds w...
  • divooka
  • visual-programming
  • graph-editor
  • devlog
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