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Devlog
Devlog #11 - Boss test: Greater Evil Eye + Watchers x8
March 28, 2026
by
grid&pixels
Currently testing a boss encounter featuring the Greater Evil Eye along with multiple Watchers (x8) . The fight is designed to create constant pressure, forcing the player to manage positioning while...
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Devlog #10 - Minimap System Implemented
March 25, 2026
by
grid&pixels
I’ve added a minimap system to the dungeon. The map updates in real time and reveals only the areas the player has explored. This makes navigation clearer while preserving the sense of discovery. St...
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Devlog #9 - Giant Worm Prototype
March 17, 2026
by
grid&pixels
A new enemy prototype has been implemented. This giant worm uses a segmented body system, where each segment follows the head to create a smooth, organic motion. The result is a creature that feels le...
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Devlog #8 - NPC Dialogue System Implemented
March 12, 2026
by
grid&pixels
The town now has eight NPCs placed around it. When the player approaches and interacts with them, a dialogue window opens and displays their lines. Each character has unique dialogue that will gradual...
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Devlog #7 - Language Toggle Implemented
March 11, 2026
by
grid&pixels
I’ve implemented a language toggle for the game. You can now switch between Japanese and English by pressing the Tab key . This will make the game easier to play for both Japanese and international...
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Devlog #6 - Experimenting with another title screen concept.
March 01, 2026
by
grid&pixels
Experimenting with another title screen concept. Still exploring the visual direction...
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Devlog #5 - Just a thought: a little idea for the title screen.
February 26, 2026
by
grid&pixels
Title screen test for my upcoming project, GILDEN. Working on the character animations and the overall atmosphere. Feedback is always welcome!...
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Devlog #4 – Stress test with 600 skeletons.
February 24, 2026
by
grid&pixels
Running a load test with 600 skeleton units. Measuring stability and frame consistency...
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Devlog #3 - Custom 64-Color Palette
February 21, 2026
by
grid&pixels
A fixed 64-color system governs all visual output. The palette will not expand. This restriction forces clarity in form and value. Color becomes a structural tool rather than decoration. Every pixel m...
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Devlog #2 - Experience Curve
February 14, 2026
by
grid&pixels
Experience Curve Levels: 1–99 EXP requirement: 5 × L³ The cubic scaling defines the pacing of the entire game. Low levels are short. High levels are expensive. This asymmetry is deliberate. Fast e...
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Devlog #1 – Project GILDEN
February 10, 2026
by
grid&pixels
Project Gilden is a top-down dungeon RPG inspired by classic PC games. The core systems and dungeon generation are currently under development. More updates coming as progress continues...
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