October 2016 (Week 3)

Ancient Saga

Dev:

Plessy

Tools:

C#/Monogame

Web:

teamessell.tumblr.com

+ Finished item screen
+ Ported to monogame.
+ Ported to linux and mac via DesktopGL
+ Almost finished the player status hud.
+ Did a bunch of system level stuff that makes the xml files in the output folder not human readable, while the xml files in the dev folder are.
- Porting was a hilarious nightmare.

Devil girl game

Dev:

anon

Tools:

Unity, blender, pencil and paper

+ Finishing up with the initial character design. Braids or no braids haunts me.
+ Designed the core mechanics on paper.
+ Designed a few general world ideas that I will be able to test
+ Will start to implement everything in Unity
- Initial 3d model attempt. Needs to be reworked, but was amazing practice.
+ have tablet this week. No need to texture with mouse anymore

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Made shotgun's muzzle flash bigger
+ Created a new Shotgun ammo pickup
+ Made auto-run enabled by default
+ Toned down head-bob roll
+ Began a huge refactor of asset-loading code to multi-thread it for a loading screen

Clarent

Dev:

Arikado, PHI

Tools:

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

Web:

twitter.com/ArikadoDev

+ started working on weapon system
+ removed relics, replaced with armors
+ techniques replaced by items, basically same inventory but for other stuff too
+ faster combat with new animations
+ fomori warrior got dash move
+ scythe spell returns to player now
+ air kick can be used to kick enemies to spikes and stuff
+ new damage number font
+ added particle system to weapons
- fire looks like shit

Vampire's Bit

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com
twitter.com/jcsvampire

+ All resolution, filters, and sound issues on W7+ are now fixed.
+ Found a way to test x-input.
+ Reworking joystick support based on previous item.
+ Tweaking and optimizing small details.
+ Almost half of my to-do list has been checked.
- Still can't replicate a couple of the game breaking reported bugs.
- I accidentally the whole code. Haven't fixed everything yet.
- No new content added yet.

Crystal Chrysalis

Dev:

Kada

Tools:

UE4, Blender, World Machine, Krita

Web:

kadadev.tumblr.com

+ Add random items to level
+ Rework character models + textures
+ Texture level, adding events to level
+ Add overworld geometry and tilesets

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ finished the hub
+ several new fireball projectiles
+ another big enemy (not appearing in the demo)
+ dialogue system 100% working
+ most of tutorial floor done
+ a new special room type has been added

Project Piktroid

Dev:

Fangame Guy

Tools:

Game Maker 8

+ All the collisions are now flawless (I hope so)
+ Made a torizo to use in the game.
+ Added some classic gameplay mechanics.
+ Morph ball looks pretty.
+ Nintendo hasn't C&D me yet.
- Pikmen AI's still retarded.
- Game's getting laggy with more than 50 Pikmen.
- Still need to implement a lot of features, and also remake all the graphics.

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ More lore. LAYERS of lore. I have more goddamn lore than I know what to do with. Looking forward to hiding bits and pieces of it across different storylines so you have to play the game multiple times to even begin to make sense of it all.
- Discovered exciting new ways to make spaceships look absolutely terrible. Seriously, there's something I'm not getting. I'm about ready to bite the bullet and ask for help with this shit.

Whimp the Bold

Dev:

AttaBoy

Tools:

GM:S, Aseprite

Web:

twitter.com/AttaBoyGames
attaboydev.tumblr.com

+ Messed around with physics to JUICE it up
+ Finally made a jumping and falling animations that make sense
+ Largely fixed wonkiy collision masks that were causing glitches
+ All my state machine improvements are really paying off
- dev and school interfere

Dosh Jobs

Dev:

SlowDancer

Tools:

Fusion 2.5, UE4, Photofiltre, Cubase 8, a knife and my dick

Web:

soundcloud.com/lemmyrodul

+ Level 1 conception getting close to an end
- Still have to do details
- Still have to do alternate version for Minigames (Jobs) arts
- It's long as fuck I want to start "coding"

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Enabled use of Auto-Revive item
+ Fixed the saving code for entering boss rooms
+ Started work on 3rd boss, hope to finish before DD11
- Didn't do much this week
- Need to modify the HUD a bit to fit new information

Arborgore

Dev:

polisummer

Tools:

Unity, Aseprite

Web:

polisummer.itch.io/arborgore

+ players can now set their name
+ procedural generation of dungeons finished
- working on buildings in the overworld
- need sprites for other characters

Unnamed Pixel Platformer

Dev:

Anonymous

Tools:

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

+ Refactored how player attacks work, making it much easier to add new ones
+ Experimenting with new attacks
+ Fixed a bug with positional sounds keeping playing when starting a new game

Cybership

Dev:

@vestigialdev

Tools:

Unity

Web:

Vestigialdevelopment.com

+ Promo vid and greenlight any day now
+ Made "discovery" system for finding information/profiling characters
+ Russian, Turkish, Ukranian translations of greenlight page

Throbot

Dev:

scarfdev

Tools:

GMS

Web:

twitter.com/scarfdev
scarfdev.tumblr.com

+ Implemented camera
+ Implemented particle system
+ Added context-sensitive standing/skidding frames
- Still no levels prepared or planned for demo
- Only implemented enemy is shit so still got a lot to do there
- Dash sprite still placeholder
- No tiles yet