December 2016 (Week 2)

Clarent

Dev:

Arikado, PHI

Tools:

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

Web:

twitter.com/ArikadoDev

+ Fixed tons of little stuff
+ Fixed few menus going apeshit
+ Wrote angle detection code for Xinput controllers because getting diagonals with GM:S functions for analog sticks are fucked up and it doesn't help Xinput is shit so now it's lots easier to do diagonals (like with grappling hook)
+ Wrote better system to check if analog stick is "pressed" or "released"
+ Overall support for Xinput is better than before
+ Added first special for Carnwennan (Shroud)
+ Started making the 1h animations better

23/Prometheus

Dev:

GrandFaker

Tools:

GM:S, GIMP, FL Studio

Web:

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

+ crouch sprites/mechanic
+ shielding state/sprite
+ dungeon (first map) music theme
+ sprinting animation is faster than regular animation
+ many sounds (shielding, mob hit, attacks, menu etc.)
+ working on first enemy
+ did 4 basic skills icons (tier 1 bow, sword, fireball and shield < yes, those are skills)
+ big hud rework (still in progress)
+ wall jumps
- still not a game
- much work on uni before christmas, so I have not much time

Saigo No Shinwa

Dev:

TrapDev

Tools:

game maker

+ Spend a full week working on musics
- Which was a very bad idea, it sounds like diarrhea
- And because of that I posted nothing this week...

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ pushable blocks in and working
+ crushers in and working
+ bunch of rooms
- oh god why are moveblocks being such assholes

Jinzo

Dev:

nurikabe

Tools:

Unity, Tiled, SAI

Web:

nurikabe.itch.io

+ walk animations for player when landed
+ perspective background support
+ fixed some more collision detection issues
- this engine for 2d games (ノД`)・゜・。

ZAMN3D (placeholder)

Dev:

Jasozz

Tools:

Unity, Blender

Web:

jasozz.tumblr.com

+ pretty much everything this week
+ bladed weapons and decaps
- having trouble with unity's animation system. Significant trouble snapping to new animations instantly (e.g. cancelling all animations when damaged)

jamos

Dev:

anon

Tools:

c sdl allegro

+ I've been working on this basically the whole time
- But not posting on /agdg/ because I want to concentrate
+ It now has a working internal ANSI-console emulator
+ virtual file system with "command line" apps
+ DOS multithreading uses setjmp/longjmp
+ Other platforms use real multithreading
+ Can read inside zip files too now

Chris The Coolosaur

Dev:

Hippie

Tools:

LibGDX, Tiled, TS, MSPaint

+ Refactored the messy code I wrote to make the DinoJam deadline
- Very little visible progress

Vikingirl RPG

Dev:

Raflosti, SquareDev

Tools:

Unity, Blender

Web:

raflosti.tumblr.com
squaredev.tumblr.com

+ Implemented new targeting system in combat
- wasted a lot of time trying to understand how to manage inventory and similar things keeping references between scenes
+ finally had an epiphany
- haven't had time to implement it
+ found a codebro to work on this game together
+ which means I can focus more on modeling
+ started sketching the MC
- haven't found the right design yet

Project M

Dev:

Adam

Tools:

Unity, Blender

Web:

twitter.com/7TowersSoftware

+ Garage improved
+ upgradable Parts soon
+ refactored some shitty code
+ started working on 2 new mechs(heavy&light)
- no progress on the graphics front
- questionable design decisions became apparent

Helleton

Dev:

MuscularHair

Tools:

Game Maker: Studio

Web:

muscularhair.tumblr.com
muscularhair.itch.io

+ Pretty much finished Stage 2. Still need to balance it though.
+ Tiled in Stage 2 with some placeholders
+ New enemy (fireball sun who shoots at you. I hate it (I love it)).
+ New boss music
+ Pushing hard to finish before Demo Day to get pre-demo feedback.
+ Motivation is flowing again. Back into a grove (don't know for how long).
- Haven't even conceptualized the boss yet
- OhshitI'mrunningoutoftime

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

+ Greenlight entry's all typed up and ready to go
+ New Title Screen
+ Game has successfully switched over to 1920x1080 res; old source art is loading up fine and I'm re-exporting in batches.
+ New dialogue panel is completed
+ Art for main character finished, upscaled. Concepts for Delgof and other villagers is in-production
+ Fixed GameJolt page and removed prior build. Still available on Itch.io for those who want to play it.
+ Jason Covenant might be producing the remastered soundtrack.
+ Fixed a lot of BGM/BGS errors in the scripting side of the game.
- Can't get myself to press the Publish button on the Greenlight entry

Wannabe Nintendo Clone

Dev:

PHANTOMa Dev

Tools:

Ue4, Blender, GIMP

Web:

wanderfall.itch.io

+ FIXED THAT FECKING LIGHTING PROBLEM
+ Got some minor ideas down for extra features
+ Laid down the groundwork and design document for music
- Still haven't modelled the damn wand

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Class work is over, can get back to dev
+ Added a ceiling to Ice boss's room, Icicles now spawn on it and get longer depending on the phase
+ Boss's Ice block move is now different every phase
+ The boss's right side moves are now fully functional with their phase differences as well
+ The boss's projectile attacks can now be blocked with the Ice block
- Probably need to completely scrap one of the left side moves

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Wrote more lore
+ Constantly chipping away at my spaceship modeling skills
+ Started building a tool to wrangle all my worldbuilding factoids so I don't have to keep them in a fucking spreadsheet
- My keyboard seems to be havvving issues

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Added support for shape overlap checking
+ Added damaging high voltage cables
+ Added slowing down bushes
+ Added rotating gates
+ Minimap shows collected items
+ Improved projectile logic
+ Added menu for toggling upgrades off
+ Started making upgrade dealing damage when moving in high speed

Babby's first 3D game

Dev:

anon

Tools:

Game Maker + Ultimate3D, Milkshape3D

+ Jump physics fixed
+ New animation system
+ Reduced assets filesize a lot
+ Adding animations is faster now
- Adding animations is tedious tho
- Lost a lot of time tweaking lights

Not a School Shooter

Dev:

Anon

Tools:

Unity, C#

+ Started on Strategic world menu
+ Made a shitton of UI widgets
- Not much progress this week due to Finals/Ludum Dare

Scavenge

Dev:

TastyBacon

Tools:

Unity, Blender, Existencial dread

+ Started clean project
+ Made Proof of Concept Schedule, planning to have a demo for Demo day 12
+ Made human model with basic controls animations
+ Melee weapon models
- Too scared to implement character controller yet
- Didn't feel like working for most of last week

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

Dev:

literalWho

Tools:

Aesprite, Graphics Gale, GM:S

-none-
+ Refactored code from 4k lines to 2k by modularizing and turning large sections of it into scripts for use between objects
+ Reworked how game switches between states to prepare for an announcer object who commentates on the game in between moves (can be turned off by player)
+ Completed Knight Shield Bash Move
- Nothing really new or interesting. Have finals, not much time for deving.

Throbot

Dev:

scarfdev

Tools:

GMS

Web:

twitter.com/scarfdev
scarfdev.tumblr.com

+ programmed objects having different weights, and the effects of carrying heavy shit
+ working on fixing my shitty damage system
- gotta animate 2 new walk cycles cus of the weight shit
- wracking my brain around letting held items still collide with walls properly so you can't shove them into walls
+ if i get that to work then i can make really long objects that latch onto ledges and pretend it's a feature

Jena (not final)

Dev:

Emgee

Tools:

unity/ur4, Blender, CSP5

+ Changed MC design
+ moved to game maker
+ added basic movement
+ working on adding xbox controller support cause I hate the keyboard controls I made

Something To Do With Love

Dev:

Terence Chill

Tools:

GM:S

Web:

terencechill.itch.io

+ Removed a ton of effects due to dozens of complaints of slowdown.
+ Added Arlene who shows up after playing through 2 days and appears in her bedroom early in the day.
+ Finished options menu.

City Night

Dev:

xian

Tools:

lots

Web:

progress.christianbaum.com

+ Made a web browser port
+ Wrote a logger, an asset manager, and error handlers
- Fell for the code linter meme
- Nothing I did changed the actual game in any way