November 2016 (Week 2)

Clarent

Dev:

Arikado, PHI

Tools:

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

Web:

twitter.com/ArikadoDev

+ fixed some small issues that were in DD11 build
+ added vertical transitions
+ working on better audio and map system
+ working on some new animations

Wannabe Nintendo Clone

Dev:

PHANTOMa Dev

Tools:

Ue4, Blender, GIMP

Web:

wanderfall.itch.io

+ Added a skybox that doens't look dreadful
- Couldn't work out how to make clouds work
- Deleted old method of locking onto enemies, and re-implementing it with infinite scalability in mind

Maid Game

Dev:

Anon

Tools:

C++

Web:

hexundev.tumblr.com

+ Refactored lots of code
+ Added basic animation for UI juice
+ Can go back to working on gameplay
- Lots of art ahead

Unnamed Pixel Platformer

Dev:

Anonymous

Tools:

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

+ Improvements to text rendering, now with alignment and multi-line support
+ Added a timer
+ Slightly balanced some moves based on demo feedback
+ Fixed a bug with the magic orb shield launching an invisible projectile
- Will need to come up with better fonts soon

Crystal Chrysalis

Dev:

Kada

Tools:

UE4, Blender, World Machine, Krita

Web:

kadadev.tumblr.com

+ Transitions for entering enemy encounter
+ Effects on enemy spawn, hit, die
+ Fix many bugs

Not a School Shooter

Dev:

Anon

Tools:

Unity, C#

+ A* pathfinding implemented
+ AI now has separate state machines
+ Gun system fully implemented
+ animated
+ cover system works as expected
- had to redo old finite state machines

Vampire's Bit

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com
twitter.com/jcsvampire

+ Added some debug info/logging.
+ Added screenshot saving.
+ Recoded player spawn in a different way.
+ Changed sound engine again.
+ Tweaked resolution change code.
+ Tweaked some resources.
+ Fixed a lot of bugs.
+ Hotfix update almost ready.
- Lots of test time needed.
- At least 5 bugs I can't replicate yet.

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Started work on redoing tutorial completely
+ Quickslots now show what button to use to use them; switches between gamepad/keyboard icons depending on last button pressed
+ Started redoing dust effects for some reason
+ Bug fixes based on Demo Day reports
+ Added new sound effects
- They probably sound bad

TacticalRPG

Dev:

HowDoGameDev

Tools:

OpenTK, GIMP, Blender, VS

Web:

howdogamedev.itch.io/tacticalrpg

+ Squid guy is rigged and ready to animate
+ Made improvements to UI
+ Started focusing on making environments look better
+ Combat event/action bug squashed
- Skill system needs to have improvements made to allow actions to trigger based on current value of other actions.
- Will need to start making/finding sound effects
- Art skills need drastic improvement

Hellaton

Dev:

MuscularHair

Tools:

Game Maker: Studio

Web:

muscularhair.tumblr.com
twitter.com/MuscularHair

+ Demo posted
+ Fixed bugs thanks to feedback
+ Made stage 2 music
+ Made stage 2 boss music
+ Worked on some tiles
+ Working on new sprites
- Haven't had a lot of free time lately
- Slow progress
- I am very tired

RoboDungeon

Dev:

InfraViolet

Tools:

Game Maker

+ Drew new and improved tileset for the walls
+ Re-tiled and tweaked layout of first four rooms to accommodate the new tileset
+ Drew new sprites for two enemies
+ Fixed nasty bug involving room persistence not resetting properly when loading a save file

City Night

Dev:

xian

Tools:

lots

Web:

progress.christianbaum.com

+ Replaced old graphics with new
+ Created a perspective mode
+ Implemented nearest-neighbor sprite scaling
+ Math optimizations

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Fixed a bug whereby you could click straight through menu and activate a button without actually knowing what it is
+ Finally got some free time coming up to dev with

Cube blushes game

Dev:

Anon

Tools:

Unity, Blender

+ Scrapped the previous control and camera system. Too much bloat
+ New system will work with keyboard and a controller. It will be much more modular.
+ Finishing implementing basic non-combat mechanics(carrying, throwing, gliding etc.)
+ Prototyping combat, but autism is making it hard to find the method that works the smoothest

Blocko

Dev:

me

Tools:

C++, freeglut, geany

+ Can now spawn multiple objects from file and rotate them and place them.

Arborgore

Dev:

polisummer

Tools:

Unity, Aseprite

Web:

polisummer.itch.io/arborgore

+ compacted UI some more
+ balanced critical attacks
+ can now use Numberpad 0 to interact
+ added full controller support
+ added different weapons
- accidentally broke the player spawner

Ancient Saga

Dev:

Plessy

Tools:

C#/Monogame

Web:

teamessell.tumblr.com

+ Coding various features to prepare for gameplay finally.
+ Wound up making a soft keyboard. Don't ask.
- Sickness bogged the project down.

Desert Husk

Dev:

Zip2kx

Tools:

Clickteam Fusion 2.5

Web:

desertdoggame.tumblr.com

+ Player movement and shooting is done
+ Enemy AI is pretty much done and is system based allowing for easy variation
+ Loot system is done
+ New dog is in progress
+ Have to figure out some crafting aspect and the overall goal for the game (help your village with different tools)

Throbot

Dev:

scarfdev

Tools:

GMS

Web:

twitter.com/scarfdev
scarfdev.tumblr.com

+ Completely redid grabbing/throwing system so now there's carrying and shit
+ Made health, score, and HUD all working mostly
+ got gamepad support fully implemented
+ fixed most color and other inconsistancies with player sprites
- still no real enemies
- still working out what all the item pickups should be and how they should be used
- gotta start the menu/dialogue stuff and fix more sprites