November 2016 (Week 4)

Clarent

Dev:

Arikado, PHI

Tools:

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

Web:

twitter.com/ArikadoDev

+ finished better audio system
+ redid all menus to get rid of spaghetti
+ fixed few hitboxes
+ fixed some minor issues
+ added new sound effects

Wannabe Nintendo Clone

Dev:

PHANTOMa Dev

Tools:

Ue4, Blender, GIMP

Web:

wanderfall.itch.io

+ Finished Combat Mechanic
+ Finished Fishing Mechanic
+ Finished QuickSave Mechanic
+ Finished Enemy "Mochanicom" Model
- Need to polish up all of these with animations and such
- Still need to get around to creating a player character
- Still need to add Puzzle-Solving Mechaic

Rowan

Dev:

Overman

Tools:

Game Maker

Web:

overman-gaming.com
twitter.com/OvermanGaming

+ Making an advanced level editor for GM Studio projects
+ Researched ways to enhance workflow (eg. using feet to alt-tab)
+ Put together an entry for the One Hour Game Jam

Not a School Shooter

Dev:

Anon

Tools:

Unity, C#

+ Updated shooting mechanics/bullet trails
+ Units now avoid LoS of enemies when moving and choosing cover
+ Units will periodically readjust their order/positioning
+ Initial Strategic Map tested
+ Inventory system working
+ Item database
+ Weapons can now have attachments
+ General fixes and hitbox adjustments
+ Units now have a faction master to tell them who are their enemies/allies, and what units they should shoot at
- No visual aspect for weapon attachments
- Still haven't done armor, probably going to wait for artist
- UI designing is horrible
- Need to redo ammunition system due to new item system

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ added floor 4 necessities (floor tiles, props, obstacles)
+ sprited some new stuff
+ whoops, changing language in-game crashes, fixed that

Vampire's Bit

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com
twitter.com/jcsvampire

+ Finished work on filters
+ Found and fixed 7 gamebreaking bugs
+ Small tweaks to gamepad
+ Added alternative hud for bonus stages
+ Hotfix update probably will be out this week
- Broke some stuff and took a huge amount of time fixing it
- I'm starting to hate the vampire hunter

Saigo No Shinwa

Dev:

TrapDev

Tools:

game maker

+ Magic finished
+ Started drawing the environment instead of only using tiles

Babby's first 3D game

Dev:

anon

Tools:

Game Maker + Ultimate3D, Milkshape3D

+ Camera working
+ Lights working
+ First rig ever
+ Animations working
+ I'm super happy with this shit
- I broke the collisions and took me 2 days to fix them
- Making decent looking animations is hard
- Placeholders will probably get my ass DMCA'd

Chris The Coolosaur

Dev:

Hippie

Tools:

LibGDX, Tiled, TS, MSPaint

+ Started the project
+ Made Chris (approx 10hr work)
- Only 6 days left to make the rest of the game

Ancient Saga

Dev:

Plessy

Tools:

C#/Monogame

Web:

teamessell.tumblr.com

+ Did the text entry screen.
+ Did the popup message screen.
+ Made player profiles actually work.
+ Changed how passives work to be far more softcoded.
+ Added data to all my passives that they were missing.
+ Filled in the blanks of passives and added about 100 more.

Crystal Chrysalis

Dev:

Kada

Tools:

UE4, Blender, World Machine, Krita

Web:

kadadev.tumblr.com

+ Character swap menu
+ Cost to character swap 'mechanic'
+ 1 main character model
+ 2 robot models
+ HUD improvements
- No level design recently
- No easy way to deal with magic, need to rework again

City Night

Dev:

xian

Tools:

lots

Web:

progress.christianbaum.com

+ Changed image format to GIF from PCX
+ Improved collision
+ Created some maps
+ Added AI mapchanging behavior
- Thanksgiving nodev
- I like a girl
- Didn't create all the maps I wanted to

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Compiled a bunch of notes on characters and gave names to some of them that didn't have any
+ Dicked around with menu music some more
- I'm a little stumped on how to transition between two parts of the melody

Unnamed_Strategy

Dev:

Glen

Tools:

GM:S, Paint.net

+ Lumberjacks find the nearest tree, harvest it and return to the nearest sawmill to drop of 5 lumber.
+ Added miners that do the same, but with mines, warehouses and ore.
- Don't know how to assign 1 lumberjack per tree.
- No idea on where to go with the game.

Whimp the Bold

Dev:

AttaBoy

Tools:

GM:S, Aseprite

Web:

twitter.com/AttaBoyGames
attaboydev.tumblr.com

+ Made a desert background
+ Implemented different scaling for certain levels
+ Added smooth transitions for doors, learning about surfaces
- Back at school, finals will kill dev
- Have to change Whimp design a bit, but struggling to make it cute and not sad

Cybership

Dev:

@vestigialdev

Tools:

Unity

Web:

Vestigialdevelopment.com

+ Greenlit!
+ Build webpages from HTML fragments
+ From SQL tables into page values without per-page code
+ Remade web browser