October 2016 (Week 2)

Jinzo

Dev:

nurikabe

Tools:

Unity, Tiled, SAI

Web:

nurikabe.itch.io

+ health pickups
+ railgun bullet splitting
+ flamethrower

Project F8

Dev:

Se7

Tools:

Unity, Visual Studio, Adobe Suite

+ Hanging/Climbing works properly
+ Implemented ladders
+ Implemented ranged weapons(crossbow)
+ Started implementing magic
- Losing my sanity to the magic system

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ room clear pickups and a related upgrade
+ knockback on all weapons except sword is replaced with "freeze", which makes all weapon projectiles look really minty fresh
+ added the first of game's most intimidating enemies, damage system refactored to accomodate it
+ also a miniboss
+ custom text parsing done, applied to item pickups and dialogue
+ youtube videos made clear that swarmers were too hard to register, resprited
+ visual update for laser and enemy warning indicators (is now way more precise)
+ added floor 0 - the hub where the player starts before every run
+ amazing block physics achieved, you will likely not see them in the demo tho
+ revolver buffed, i think?

From The Black Lands

Dev:

Razmig, Theonian

Tools:

Game Maker: Studio

+ background assets
- Theonian spending time on 3D sideprojects
- Razmig being very busy with school

card tactix

Dev:

alloyed

Tools:

love, candy cane

Web:

alloyed.itch.io

+ refactor/bugfix stuff
+ Slightly smarter mapgen
+ Add level editor events to undo stack
- Game is way too easy when you can just run away until the end of time

Clarent

Dev:

Arikado, PHI

Tools:

GM:S, Paint.net, Aseprite, FL Studio

Web:

twitter.com/ArikadoDev

+ fixed many delays
+ got all swords back in
+ air dodge can be cancelled with double jump
+ added player - enemy collisions that move player and doesn't hurt PC
+ grappling hook is starting to work like it should
+ air kick is less shitty
+ working on new attack animations again...

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Lots of code refactoring in menus
- It was pretty bad
+ Added Menu Accept/Decline buttons
+ Enabled L/R stick support for movement/quickslots
+ Enabled using of items
+ Pause menu remembers the last menu you were on when you unpause

TacticalRPG

Dev:

HowDoGameDev

Tools:

OpenTK, GIMP, Blender, VS

Web:

howdogamedev.itch.io/tacticalrpg

+ Rough modeling completed on squid guy
+ Can steal rig from mantis for squid guy
+ Male knight modeling completed
+ Sound for skills implemented
- Strange combat event/action bug
- More character assets needed

Vampire's Bit

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com
twitter.com/jcsvampire

+ Fixed almost all the bugs reported since DDX.
+ Optimized some code, could help to avoid having more bugs.
+ Added a borderless window mode.
- Still focusing on bugfixing more than on new features.
- Can't replicate a couple of game breaking bugs people had reported.

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Added winds
+ Added cool air streams
+ Added boulders
+ Fixed knockbacks again
+ Improved rain particles with speed scaling
+ Buffed flamethrowers

Traffic Simulator

Dev:

Anon

Tools:

C++

+ Added back in car pathing to the town generation
+ Improved car pathing by forcing them to drift towards the center of the lanes and by allowing them to skip waypoints if they drove past it already.
+ More work on behaviour trees (variable walking speed nodes, etc)

Traffic Game (currently untitled)

Dev:

Theta Games

Tools:

GM:S, Audacity

+ main menu more-or-less completed
+ got saving and loading working after dealing with a GM:S bug specific to HTML5
+ started recording the music
- still no title

Succubus Caprice

Dev:

Not Important

Tools:

Game Maker Studio

+ Improved some animations by adding frames
+ Added snow with particles
+ Made a half-assed tileset for comfiness purposes
+ Posting for the recap
- Some animations are in need of extra frames
- Crazy screen tearing because I fell for the pixel perfection meme
- Still a Whodev

September Sortie

Dev:

Nun Dev

Tools:

LibGDX, Eclipse, Aseprite

+ Implemented path finding for player units
+ BackEnd Code Refactoring
- Path finding introduced other bugs

Monospaced Lovers

Dev:

Scarlet String Studios

Tools:

Unity, GIMP, Inkscape, Krita, Audacity

Web:

twitter.com/scarlet_string

+ Made the last attack pattern for the first boss
+ Debugged issues with transitioning between attack patterns
- Game still randomly breaks if I reload my save on the wrong screen
- Was too lazy to make a webm to go with this

Crystal Chrysalis

Dev:

Kada

Tools:

UE4, Blender, World Machine, Krita

Web:

kadadev.tumblr.com

+ Decided on a style of overworld map
+ Blocked 1/2 of a continent for overworld map
+ Fixed more AI bugs

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Constantly learning all kinds of useful Blender shit
+ Improved some of my particularly stupid ship designs
+ Refactored some boring engine stuff
- Been busy with work

Unnamed Pixel Platformer

Dev:

Anonymous

Tools:

C++, Code::Blocks, SDL2, Aseprite, Tiled

+ Fixed inputs carrying over to game from menu and being unable to restart the game
+ Fixed healing over max health
+ Some small refactors to remove hardcoded values

Unknown (Previously "No Bones About It!")

Dev:

koifish

Tools:

Unity, Blender, VS2015

+ Actually devving again
+ successful scrolling and tile spawning implemented
+ deck of cards implemented, has working draw and shuffle functions
+ I drew a not-bad scribble of a motorcycle-riding dude at work yesterday
- Still not 100% sure of what I'm doing