November 2016 (Week 3)

Saigo No Shinwa

Dev:

TrapDev

Tools:

game maker

+ Magic nearly finished
+ Added some assets
- I know I was extremely long...

Clarent

Dev:

Arikado, PHI

Tools:

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

Web:

twitter.com/ArikadoDev

+ Still working on audio system
+ Redid grappling hook animations
+ Fixed getting stuck on certain situation
+ Added coat that lets PC move underwater
+ Started working on better menus
+ Added HIGH SPEED ELEVATOR ACTION back
+ Added doors that can be opened with keys
+ Fixed some small bugs
+ New damage number graphics

Vampire's Bit

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com
twitter.com/jcsvampire

+ More screen and gamepad related tweaks.
+ Lots of spaghetti removed.
+ Made a better Demo Screen.
+ Big performance optimization.
+ Fixed more of bugs.
+ Hotfix update almost ready
- Still unable to test xbox controllers.
- Test time taking more time than expected.
- At least 5 bugs I can't replicate yet.

Knave

Dev:

Dugong Games

Tools:

Construct 2

+ basic core mechanics and some assets

Worlds of Stratego

Dev:

Wicktus

Tools:

MonoGame, Photoshop

+ Graphical changes
+ Unit placement and basic movement
+ Cursor

Wannabe Nintendo Clone

Dev:

PHANTOMa Dev

Tools:

Ue4, Blender, GIMP

Web:

wanderfall.itch.io

+ Finished Combat Lock-on mechanism
- Still need to decide on aesthetics for the indicator ...
+ Have started work on other mechanics
- I'm working blind and it's making me upset how little I'm getting done.

Throbot

Dev:

scarfdev

Tools:

GMS

Web:

twitter.com/scarfdev
scarfdev.tumblr.com

+ added game over screen
+ working on continue screen
+ got score pop ups and enemy corpses functioning on death
- gotta rework how throwable item weights work before i can start over on enemy AI
- no idea where to start on doing foreground objects that aren't super messy
- im hungry

Unnamed Pixel Platformer

Dev:

Anonymous

Tools:

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

+ Added basic moving platforms with pixel-perfect collisions
+ Identified the cause of stuttering issues on some systems, and mitigated the issue
+ Fixed text alignment bugs
- Need to draw assets for the platforms now

Hellaton

Dev:

MuscularHair

Tools:

Game Maker: Studio

Web:

muscularhair.tumblr.com
twitter.com/MuscularHair

+ Worked on player sprites
+ Worked on boss sprites
+ Working on a new enemy
+ Breakable blocks
+ Health refill
+ Whip upgrading
- Getting too complacent
- Antsy about committing to making a new level
- Tired. May need a couple days of rest soon.

Rowan

Dev:

Overman

Tools:

Game Maker

Web:

overman-gaming.com
twitter.com/OvermanGaming

+ Revamped the palette
+ Created a library of python-style functions in Game Maker, plan on releasing soon
+ Working on a level editor and an image editor
+ Minor gameplay improvements

Cybership

Dev:

@vestigialdev

Tools:

Unity

Web:

Vestigialdevelopment.com

+ Bought/implemented a dialogue system asset
+ Bought/implementing an embedded browser asset
+ Made/making an in-game chatroom
+ Easier/faster content creation with existing web design tools
- Greenlight ded

Crystal Chrysalis

Dev:

Kada

Tools:

UE4, Blender, World Machine, Krita

Web:

kadadev.tumblr.com

+ Blocked/Designed first area of game
+ Adding stats and new magic
+ Loot screen for after encounters
+ Fixed bugs

Sim Loli

Dev:

Anon

Tools:

C++

+ Added in stamina that recovers quickly when not used and is consumed by sprinting
+ Added stamina/health bars to the HUD and reorganized it

Super John Spellway's Actual Fantasy Football 93' Turbo Edition G-X+ (Working Title)

Dev:

literalWho

Tools:

Aesprite, Graphics Gale, GM:S

-none-
+ All Berserker Attack Animations completed and implemented
+ Game now scales at any resolution, implemented a zoom option
+ Turn order bar implemented, shows anticipated next characters actions/abilities,turns
- Refactoring code
- UI now has mixels, not sure if I really want to get rid of them

north game

Dev:

covalent bonds

Tools:

calculator. ms paint

Web:

covalentbonds.itch.io

- switched engines again back to game maker
- started over again
+ buttons, simpler code, really got this starter pack BS on lock

City Night

Dev:

xian

Tools:

lots

Web:

progress.christianbaum.com

+ Implemented map changing
+ Added configurable audio options
+ Drew a new character
+ Began work on NPC code
- Effort spent on Amiga 3.x port is so far fruitless

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Refactored main menu code
+ Replaced placeholder text for buttons with the actual keybind being used, switches between keyboard/gamepad controls depending on last thing pressed
+ Almost finished implementing new tutorials
+ The alt action of the lightning weapon is now a separate button
+ Some more sound effects

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Made a new late-evening skybox
+ You can now fall further without taking damage
+ Working on adding actual lighting to the renderer

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Spent a total of like 10 hours chatting with other devs about the theory behind my core mechanics
+ Worked on menu music and somehow made a breakthrough on the main melody
- I still have no idea what I'm doing