December 2016 (Week 1)

Vikingirl RPG

Dev:

Raflosti, SquareDev

Tools:

Unity, Blender

Web:

raflosti.tumblr.com
squaredev.tumblr.com

+ First recap for the game
+ Overworld/Battle scene switching works
+ first prototype for battle system works
+ Laid the base for leveling up
+ came up with card system to use in combat
- still haven't decided on a them, might go with viking/valkyrie-inspired magical girl
- this means no models for anything
- haven't started working on inventory, equipment, dialog system, quests, enemy AI, saving/loading, etc yet
+ have come up with a different targeting/movement system in battle
- haven't coded t yet

Ancient Saga

Dev:

Plessy

Tools:

C#/Monogame

Web:

teamessell.tumblr.com

+ Completed data entry for the passive and valeo systems.
+ Completed the passive and valeo GUI screens.
+ Optimized GUI drawing so it won't chug in certain menus on weak machines.
+ Did a bunch of art ranging from icons to character graphics.
- Most of my progress was boring so I didn't post it in AGDG. Sorry, whobros.

Clarent

Dev:

Arikado, PHI

Tools:

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

Web:

twitter.com/ArikadoDev

+ all menu codes has been redone now (including store)
+ added 1h weapons
+ option to turn off screen shake
+ added area names
+ made map screen smaller so you can see entire map
+ added animations for portraits
+ fixed some minor issues
- 1h animations are kinda crappy

23/Prometheus

Dev:

GrandFaker

Tools:

GM:S, GIMP, FL Studio

Web:

22verse.tumblr.com
twitter.com/GrandFaker
grandfaker.itch.io

+ First recap of the game, so will just write things done recently
+ Started working on crouching/sneaking animation
+ did some movement animations
+ did casting, shooting and attacking animations
+ made few idle states (sword, bow, empty handed)
+ recolored tiles
- still not a game
- still much work to do

Wannabe Nintendo Clone

Dev:

PHANTOMa Dev

Tools:

Ue4, Blender, GIMP

Web:

wanderfall.itch.io

+ Finishing up juice on combat mechanic, as well as eneral touch ups to how it works
+ Finished Modelling Player Character (including cleanup)
- Stillw orking on the texture for the player model
- Yet to model Wand
- Yet to clean up/make efficient the only enemy model I have
- Yet to work on animations or even rigging

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ Almost all floor 4 visual assets done. (Only props left)
+ 4 new enemies.
+ Valves. Shoot them to toggle some environmental features on and off.
+ All the above (plus several Floor 4 enemies that weren't used in the demo) linked up in the editor, room layout production started.
+ Whoops turns out changing language in the in-game menu crashed. Fixed that.

Vampire's Bit

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com
twitter.com/jcsvampire

+ Fixed 3 game breaking bugs
+ Everything seems to work correctly
+ Uploaded new build to itch
+ Already received feedback on it
- No new content on new build
- Kinda burnt out after fixing so many things

Helleton

Dev:

MuscularHair

Tools:

Game Maker: Studio

Web:

muscularhair.tumblr.com
muscularhair.itch.io

+ Working on options menu.
+ Got the options themselves working.
+ Ini file handling for saving options
+ Scanline shader is more or less done and toggleable.
+ More progress on the second stage.
+ Menu music
+ Main theme song
+ Death music
+ Tiled the second stage (what there currently is)
+ Made skeletons
+ Silly skeleton minigame
+ Still exploring more design ideas but nothing implemented yet.
+ Actually managed to spell my game's name correctly this time.
- Minimal art progress so using infringing assets
- Afraid of running out of ideas too quickly and having a game too short

Babby's first 3D game

Dev:

anon

Tools:

Game Maker + Ultimate3D, Milkshape3D

+ Destructible stuff with hp bars
+ Combo system
+ Animated lava and clouds
+ Bumpmaps working
+ 20 enemies on screen without fps drop
- Jump physics feel like shit
- Need to split animations on smaller files
- Can't get enviroment maps working
- Placeholder assets everywhere

Good Night, Knight

Dev:

Knightdev

Tools:

GM:S, Aseprite

Web:

knightdev.tumblr.com

+ Equipment submenu
+ Scrolling system for equipment submenu
+ Equipment weight system partially hooked up
+ Experience system almost complete
+ Started updating the tumblr with daily webms

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Mostly finished with fixing up the Ice boss's existing moves
+ Modified its color and some icons for improved readability
+ Added mouse support to the menus
+ Down Ice now causes a persistent AoE damage effect on its explosion location that lasts about 15 seconds
+ HP potion nerfs as they were too good
+ Improved the vertical warp function of the lightning weapon so now it makes more attempts to warp instead of immediately failing
+ Added Forward and Back Air Dashing; It is now slightly faster than ground dashing
+ Jump Kick's hitbox now comes out sooner; Horizontal speed also increased
- Trying to think of how the boss's last moves will function

Chris The Coolosaur

Dev:

Hippie

Tools:

LibGDX, Tiled, TS, MSPaint

+ Made a rough demo
+ Demo is fun, at least for a few minutes
+ Added a health system, enemies, bullets etc
+ Submitted to Dino Jam and plan to continue development
- Didn't get as far as planned with the game
- Very, very few downloads (3)

Saigo No Shinwa

Dev:

TrapDev

Tools:

game maker

- Nothing this week, got back to work this afternoon.
+ I made a card fighting game (this has nothing to do with the actual game)

Not a School Shooter

Dev:

Anon

Tools:

Unity, C#

+ Can now select, and give orders to, multiple units
+ Units can now "aim in" which increases line of sign, accuracy, and slows movements
+ Contextual shoots
- Visually not a lot has changed
- Really need artist

Crystal Chrysalis

Dev:

Kada

Tools:

UE4, Blender, World Machine, Krita

Web:

kadadev.tumblr.com

+ Blocked more of the first area of game
+ Got dialog system working
+ Make selectable magic
+ Fixed bugs

Cybership

Dev:

@vestigialdev

Tools:

Unity

Web:

Vestigialdevelopment.com

+ Javascript works in the game
- JS will probably let the player get into all kinds of trouble/sequence break
- realized using the same family of templates is going to make all sites feel samey (all via Bootstrap)

Metrognome

Dev:

Apollo

Tools:

GMS, Audacity

+ Added ledge grabbing complete with ledge grabbing animation
+ Added ladder climbing animation
+ Some forest backgrounds and paralax scrolling
+ Changed it so the character doesn't change into another object to do their attack animation.
+ Added official art to the website
- That last one was a lie.

RPG Town Builder

Dev:

Shen

Tools:

GM:S, aseprite

Web:

shengamedeveloper.tumblr.com
twitter.com/ShenDeveloper

- decided to kill the project
- it's too boring for what i have now
- project will get out of scale to increase more features into it
+ Thanks for all the support from /agdg/ when deving this.
+ learnt a lot during the dev.
+ Planning for next project, probably will have something to show next month.

Jena (not final)

Dev:

Emgee

Tools:

unity/ur4, Blender, CSP5

+learned basic modeling and rigging.
+ downloaded engine.
- can't animate the models cause I rig them incorrectly.

Jinzo

Dev:

nurikabe

Tools:

Unity, Tiled, SAI

Web:

nurikabe.itch.io

+ a* pathfinding based on tiled maps
+ enemies with animated melee attacks
+ lasers
+ enemy expression bubbles to replace health bars
+ fixed enemies escaping level after colliding with player
- they still do it when in ragdoll mode because it uses default physics
- wasted a bunch of time fixing editor scripts which broke in the latest engine version