October 2016 (Week 4)

Metanoia: The Sacrifice

Dev:

Firgof

Tools:

Unity, Adventure Creator, Ink, Dialogue System for Unity, Clip Studio Paint

Web:

gamejolt.com/games/ouroboros-the-sacrifice/53869

+ First five minutes is about ready to begin production, thanks to various art assets having been completed
+ Produced temporary ambient music for the game
+ Recruited some outside help for the game's soundtrack
+ Created a VOX filter to make it easier to voice act for Voshim
- Due to time constraints, I'm switching back to first person perspective gameplay to decrease development time required for art assets

Clarent

Dev:

Arikado, PHI

Tools:

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

Web:

twitter.com/ArikadoDev

+ grappling hook is no longer shit
+ expanded map system
+ added back old enemies
+ spell system got removed, replaced with weapon switching and weapon specials
+ new ice effects
+ new fire effects
+ hitting frozen enemies doesn't oneshot them
+ new chest sprites
+ new portraits
+ new sound effects
+ added graphics settings
+ added toggle fullscreen
+ added armors
+ removed relics

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ Tutorial mostly done.
+ Game is more blue
+ Two new room types: Vault and Secret
+ New weapons aquisition particle effect
+ More sprite tweaks for better visibility
+ Price fixin' (Shops)
+ More rooms
+ Stage 3 theme done

tooryanse

Dev:

nurikabe

Tools:

Unity, Tiled, SAI

Web:

nurikabe.itch.io/tooryanse

+ scrapped together halloween game out of beer and guts at last minute
- wasted most of two weeks making other things i did not use
- i had better work on jetpack robot game again

Arborgore

Dev:

polisummer

Tools:

Unity, Aseprite

Web:

polisummer.itch.io/arborgore

+ finished dialogue system
+ finished second character sprite
+ added more enemy types
+ improved combat system to use dark souls scaling
+ hit points increment over enemies' heads like in dark souls
+ player health is now shown by a life bar
+ ui messages are now more rogue-like

Totally not Castlevania

Dev:

Anon

Tools:

Game Maker, Photoshop

+ Movement working almost identically to the classics
+ Able to jump up through floating platforms from underneath to keep reliable movement
+ Health system is in
+ Magic (item consumption) system is in
+ Dagger and axe sub weapons in
+ Primitive enemy spawning system
+ Room transitions work (faster than the webms I've posted)
+ Recovery system in (will be carefully balanced as to not remove challenge)
+ Working on music
+ Working on character design and sprite making
- I'm shit at art.

FPSpooky

Dev:

SquareDev

Tools:

Unity, Blender

Web:

squaredev.itch.io
squaredev.tublr.com

+ inventory actually works
+ medkits can be used
+ doors work
+ code input to unlock things works
- starting to lose motivation and direction
- will be busy in the coming weeks

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ You can now move while shooting in the air with the lightning weapon
+ Bunch of boss work
+ Refactored HUD a bit; added quickslots to it
+ Implemented a new enemy tell
+ Aseprite makes drawing rectangles and other basic geometric shapes easier
- Probably won't finish boss fight before DD11 due to distractions

September Sortie

Dev:

Nun Dev

Tools:

LibGDX, Eclipse, Aseprite

+ Enemies now spawned by map location
+ Enemies spawn with their according map tile when the game board scrolls up
+ Beginnings of recruiting new units from cities
- showed to a few friends, one was 'triggered' by the loli class, the other laughed at the 'assman' name for the asset manager
+ both thought it was a p. cool game

Maid Game

Dev:

Anon

Tools:

C++

Web:

hexundev.tumblr.com

+ Started working on level editor
+ Ground and platforms
+ Object placement
+ Object transformation
+ Layers with parallax
- No gameplay progress

[mage game]

Dev:

mauldren

Tools:

gamemaker studio, graphicsgale

+ nonstop drawing, going through /ic/ sticky, learning to use tablet
+ can run around a room
+ basic metroidvania map layout finished, boss concepts finished, concept art of a number of them
+ some dialogue scripted
- barely anything done in game maker
- have a couple people offering to program game, considering just going full art+story guy and having someone else code game but I kind of want to one man army

Exometric

Dev:

noid

Tools:

Unity, 3DS Max

+ Started with the plan to make a isometric shooter with a gimmick
+ Made two textures for the road
+ Made a player ship, enemy ship and enemy tank
+ Added basic shooting, destroying enemies, getting hit, dying

Succubus Caprice

Dev:

Not Important

Tools:

Game Maker Studio

+ Found some time for the project.
+ Finally thought of a name for the game.
+ The character now has a hairstyle.
+ The engine is pretty much done
+ The graphic assets are getting remade.
+ Rain!
- Mixels are still plaguing the fullscreen.
- The progress is slow.
- Having a hard time making the art direction consistent.

Inchoate Wrens

Dev:

wrendev

Tools:

C++

+ Title and title screen
+ Fleshed out area descriptions
+ Expanded explorable area
+ Look command implemented
+ Examine command implemented
- Still a shitty text adventure
- Still fragile as fuck

Throbot

Dev:

scarfdev

Tools:

GMS

Web:

twitter.com/scarfdev
scarfdev.tumblr.com

+ improved camera tracking
+ added SCREENSHAKE
+ added some sound effects
+ made some checkerboard tiles for demoday
+ added spikes
- still no enemies for the demo
- player animations still not fully done
- not close to enough content for a meaningful demo
- oh god what do i do

The Foregunners

Dev:

Kris with a K

Tools:

VS2013

+ Back from the Dead
+ New Physics
+ Mediocre scripting
+ Some semblance of a design
+ Long ass story
+ Working on weapons

card tactix

Dev:

alloyed

Tools:

love, candy cane

Web:

alloyed.itch.io

+ add scarey pumpkin (explodes)
+ add scarey skeleton (dry-bones style)
+ Non-scarey slime king (spawns smaller slimes)
+ AOE spells
- not that scarey desu

32-Adventure

Dev:

Brainletdev

Tools:

GM:S

+ More resources
+ Added more tools
+ Added more creatures
+ Added armor
- very boring
- nogame nodev

Crystal Chrysalis

Dev:

Kada

Tools:

UE4, Blender, World Machine, Krita

Web:

kadadev.tumblr.com

+ Add rough model for enemy
+ Trigger events based on parameters
+ Level Design
+ Fix weapon models + textures slightly
- Everything needs to be re-textured and models fixed

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ I got the design to look way more detailed just by messing around with the topology and separating random pieces into a different mesh and turning random edge loops into actual visible features
- I still have 4 million more ships to make and I'm goofing off writing about the fucking skeleton war

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Redid entire asset-loading system to use LibGDX's AssetManager
+ Map loading is now multithreaded
+ There's now a loading screen with a "Press Space to start" prompt

Unnamed Pixel Platformer

Dev:

Anonymous

Tools:

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

+ Added a magic bar to the hud (and removed stone counter)
+ You now regain magic power by killing enemies
+ More experimenting with new attacks
- Still not sure what kind of attacks I want in the demo, and no new sprites yet
- Encountered a crash I haven't been able to reproduce