December 2016 (Week 3)

Ancient Saga

Dev:

Plessy

Tools:

C#/Monogame

Web:

teamessell.tumblr.com

+Drew 192 sprites for the game (oww)
+Started making palettes.
-Palette tool didn't really go according to plan.

23/Prometheus

Dev:

GrandFaker

Tools:

GM:S, GIMP, FL Studio

Web:

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

+ Finished HUD (exp bar; round stamina bar around clock; bosses health bar template + first boss icon)
+ Some work on exp (exp bar is based only on exp needed to reach exp cap, instead of whole exp out of exp cap; exp penalties on death)
+ Running animation is proportional to movement speed
+ Added some juice to fireball shooting
+ Did some more sprites (idle sprites for 4 items; animations for 3 items; 4 item symbols; started working on passive tree scheme)
+ christmas break is coming, so I'm hoping to do a lot of things (aka motivated a lot)
- again, it's still not a game
- lack of time; christmas and uni are slowing my progress too much

Jinzo

Dev:

nurikabe

Tools:

Unity, Tiled, SAI

Web:

nurikabe.itch.io

+ flute
+ fixed pathfinder bugs
+ integrated the audio system the fable guys released
+ respawn room started

The REM Project

Dev:

REManon

Tools:

Unity, Photoshop

Web:

remproject.wordpress.com

+ New structural physics
+ UI Overhaul
+ Symmetry in builder
+ Pretty shit all around
+ Normal maps on everything
+ Arenas now have lights
+ Ground based modules nearing completion
- Still no multiplayer
- The AI is fucked for now until a near total rewrite can be done, due to the new physics framework

Locked Masts

Dev:

IceDev

Tools:

Unreal

+ Back in the saddle baby!
+ A lot of building menu progress
+ Material progress, can prevent the ocean from rendering inside the ships now
- Material rendering math is a headache

Clarent

Dev:

Arikado, PHI

Tools:

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

Web:

twitter.com/ArikadoDev

+ Carnwennan almost ready
+ Still working on 1h animations
- Haven't done much progress, been busy

Vikingirl RPG

Dev:

Raflosti, SquareDev

Tools:

Unity, Blender

Web:

raflosti.tumblr.com
squaredev.tumblr.com

+ collab pal is (almost) ready to work
+ modeled MC (though it's still not final)
+ implemented some animations
+ added hit flash when you hit an enemy
- not much progress gameplay-wise
+ this should change from now on

Project M

Dev:

Adam

Tools:

Unity, Blender

Web:

twitter.com/7TowersSoftware

+ new heavy mech parts half finished
+ slightly improved visual quality
+ started reworking the garage
- overall not too much progress

Saigo No Shinwa

Dev:

TrapDev

Tools:

game maker

+ Reworked all from scratch.
+ Made the magic system.
- Started the main gameplay loop.
- I just discovered that game maker isn't gonna make me earn time. Pretty much the opposite.

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Found a cloud-based database editor and imported ALL of my textual notes on characters, factions, storylines, etc. into that format
+ Fleshed out a bunch of character descriptions with appearance broken up into facial features, hairstyle, and so forth
+ Made more spaceships
- 90% of my designs look like one thing in my head and something completely different when I make the model

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Impact upgrade is functional, with some shitty visuals
+ Added shockwave after hitting a wall in high speed
+ Prevented from grabbing ledges in some cases
+ Buffed sliding once again
+ Started testing alternative status effect calculations
+ Added option for preventing projectiles from hitting the same foe multiple times

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ moving blocks misbehave less, but are still on thin ice
+ optional crt shader fully in
+ another environmental hazard (firepipe)
+ first floor 4 miniboss done
+ half the floor 4 decals sprited
+ assorted fixes: floor 4 palette change, pushblock outline change, new bullet type, valves ignore damage while spinning, etc etc.

card tactix

Dev:

alloyed

Tools:

love, candy cane

Web:

alloyed.itch.io

+ tied buffs to the pub/sub system
+ redesigned enemy:
+ redesigned pack spawning so optional rooms get harder mobs
+ fixed some actor spawning related bugs
+ New enemy:
- I spent like an hour animating a fiery eyeball and it crashed before I could save ._.

Crystal Chrysalis

Dev:

Kada

Tools:

UE4, Blender, World Machine, Krita

Web:

kadadev.tumblr.com

+ More room textures
+ Simplified combat + UI
+ Lunging animation when enemies attack
- Scale down game and mechanics

Helleton

Dev:

MuscularHair

Tools:

Game Maker: Studio

Web:

muscularhair.tumblr.com
muscularhair.itch.io

+ Finished the second boss.
+ Began work on Stage 3's mechanics (made a gun).
+ Had a friend play through the second stage + boss while visiting.
+ Discovered a bunch of bugs while he was playing.
- Desperate need of some redesigning of certain areas.
- Discovered a bunch of bugs while he was playing.

Scavenge

Dev:

TastyBacon

Tools:

Unity, Blender, Existencial dread

+ Made gun and ammo models
+ Applied collider and have working basic-physics
+ Made concrete notes about game design stuff
- Still too scared to make any actual gameplay
- Want to start another project to work on at the same time
- Spent time on life stuff which was good for my brain but bad for the game

Vampire's Bit

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com
twitter.com/jcsvampire

+ Sketching new layouts for levels
+ Reworking some sprites and backgrounds
+ Testing different day/night cycle effects
- Haven't coded anything new
- Probably will invest some time on sprites for TUSSLE

Babby's first 3D game

Dev:

anon

Tools:

Game Maker + Ultimate3D, Milkshape3D

+ Combo system working
+ Fixed visible seams on models at close ups
+ Playing with particles for various sfx
- Had to rework animation system again
- Tested new textures, didn't like them, back to old ones

Space Carrier Ops

Dev:

anon

Tools:

Unity, Photoshop, 3ds Max

+ Ultra basic HUD targets and targeting
+ Bombs and guns added
+ Ability to drop munitions before they go active
+ Support for multiple weapon types
+ Lots of refactoring over the course of the week
+ Explosion support with splash damage/impulse
+ Ability to reload while landed
+ Started work on turrets
- Targeting needs a total rethink, current system is very placeholder and restrictive

Throbot

Dev:

scarfdev

Tools:

GMS

Web:

twitter.com/scarfdev
scarfdev.tumblr.com

+ made animations for carrying heavy shit
+ adjusting camera to show you more without being nausea inducing
- im trying to not suck at fighting games so that's taking a lot of time right now
- gotta start making actual enemies and level assets i guess
- still not sure what kind of levels i actually wanna have yet though

Bout O' Wizards

Dev:

Hamfist

Tools:

Aseprite, Godot

Web:

hamfistedgamedev.blogspot.de

+ Started the project
+ Laid foundation for spell casting system
+ Annoyed a bunch of people with my main menu
+ Integrated elevated spaceholder sprites for arena, wizard, and Fireball spell

Wannabe Nintendo Clone

Dev:

PHANTOMa Dev

Tools:

Ue4, Blender, GIMP

Web:

wanderfall.itch.io

+ Moddeled the damn wand
+ Finished the Puzzle Mechanic
+ So have now got working versions of the big four mechanics for my game
+ Am now putting together a demo, hopefully available for demo day if not xmas
- Still no animations (and I'm dreading approaching them)

jamos

Dev:

anon

Tools:

c sdl allegro

+ fixed sprite transparency
- Still don't have snow boarding level running
+ krampushack coming along well

Not a School Shooter

Dev:

Anon

Tools:

Unity, C#

+ Multiplayer works
+ Hunger / Health work on network
+ New Inventory equipment logic works (looks like shit plz help)
+ New proc gen almost done
- Loss a bunch of progress switching over

Cybership

Dev:

@vestigialdev

Tools:

Unity

Web:

Vestigialdevelopment.com

+ Fixing accumulated broken stuff
+ Got a sound effects pack and "sonic undertones"
+ Thinking about kickstarter