December 2016 (Week 5)

23/Prometheus

Dev:

GrandFaker

Tools:

GM:S, GIMP, FL Studio

Web:

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

+ Did some sprites
+ Remade some old sprites
+ Updated looks of lighting system
+ Worked on game balance
+ Made some attacks for mobs and boss
+ Worked out how to do cutscenes and did first one
+ Minor updates to looks of dialogues
+ Levels for demo day version are almost ready
+ Demo day version is almost ready
- I'm still somehow afraid that I won't make it in time for DD

Locked Masts

Dev:

IceDev

Tools:

Unreal

+ Broke into animation and clothing, character modeling ahoy
+ Various work all over
+ Working on sailing mechanics

Sword Collector

Dev:

SwordDev, I guess?

Tools:

GM, Illustrator, FL studio

+ Started working on the project
+ Learned to use FL Studio
+ Got some new sketches done
+ Started learning GM
- Having trouble coming up with ideas for swords and levels
- Not particularly good at FL studio
- Still can't draw anything that isn't a weapon because I suck (might trace over Scott Pilgrim sprites for the sake of testing)

Cybership

Dev:

@vestigialdev

Tools:

Unity

Web:

Vestigialdevelopment.com

+ Malware (executables and batch files for payloads)
+ Malware modules (encrypt executable, delete traces afterwards)
+ Cleanroom malware creation lab

3DS FPS (WIP title)

Dev:

Kada, Theonian

Tools:

Unity, Blender, Gimp

Web:

theonian.tumblr.com

+ Kada joined to do the programming!
+ Got stuff to move and collide in Unity
+ Made a bunch of new animations for Kairo
- Some trouble with vertex paint and mirroring animations in Unity
- Some animations had to be remade

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ final floor 4 miniboss done
+ added two differently sized block props, placed them where needed on floor 1, pending on other floors
+ nerfed some big enemies, fixed razor/pushblock problems and a bug that duplicated contents of a room

Mech game

Dev:

idk

Tools:

GM:S, GIMP

+ Implemented beam, beam saber, homing vulcan
+ started work on 2nd thruster
+ Expanded on customization system
+ Pausing works
+ Obligatory WARNING Boss screen added
+ Added Mission complete splash, shot down enemies add to funds earned
- running into feature creep
- minor balancing

Sim Loli

Dev:

Anon

Tools:

C++

+ Added categories to dialogue graph nodes to improve usability
+ Fixed cop-related bugs
+ General work on dialogue system
- Played Kindergarten Manager a bit too much for inspiration...

card tactix

Dev:

alloyed

Tools:

love, candy cane

Web:

alloyed.itch.io

+ Game runs on my shitty laptop again
+ The AP counter glows when you hover over stuff
+ minimap
- 90% of my progress from last demoday hasn't made the game any better

Maid Game

Dev:

Anon

Tools:

C++

Web:

hexundev.tumblr.com

+ Engine loads level backgrounds
+ Did concept art for levels
+ Did art for bosses
+ Adding combos back in the game
+ Added small health bars for enemies
+ Made a training stage

Clarent

Dev:

Arikado, PHI

Tools:

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

Web:

twitter.com/ArikadoDev

- too busy with IRL shit to have done anything
- been messing with animations, no real progress
- not gonna make it to demoday

Project M

Dev:

Adam

Tools:

Unity, Blender

Web:

twitter.com/7TowersSoftware

+ finished the garage
+ started working on the shop
+ started working on DD maps
+ improved the AI(performance) of turkeybots
+ made 2 really shitty new weapons
+ added some sound
- trailing my to-do list by a lot

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ New export script allows me to place enemies and pickups directly in Blender
+ Looking into ditching GtkRadiant, too much hassle to make changes, better just to work in prefabs

Vampire's Bit

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com
twitter.com/jcsvampire

+ Started working on new level layout system
+ Implemented new design for villagers
+ Implemented small visual variations on villagers
+ Everything is ready to add new stuff
- Will have to rework hud to implement power-ups
- Tempted to remake a lot of assets
- Probably will miss Demo Day 12

Not a School Shooter

Dev:

Anon

Tools:

Unity, C#

+ Guns and other things now draw info from database.
+ Have a system for loading information from CSV files now
+ Slowly making progress on strategic market for gun shopping
- Joined another team and have been helping them develop a game, so not as much time
- Holidays had me without my computer for 5 days
- Had to remake this recap cause i'm a retard

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Added Reverse sliding
+ Dropping ice mines while sliding now has a bit of a cooldown to prevent rapid spam
+ Added wall/crouching variants of various moves
+ Sliding no longer restores MP on hit
+ Working on implementing new UI elements for the Demo Day rooms
- It's taking forever

Crystal Chrysalis

Dev:

Kada

Tools:

UE4, Blender, World Machine, Krita

Web:

kadadev.tumblr.com

+ Add strafing and leaping enemies
+ Add gun animations
+ Simplify HUD
+ Texture spider gal
+ Texture sword and gun
+ Working on Kairo the original G, no regrets was good practice
- On hold until Kairo The Gryphon is finished
- Dropping from DD12
- Party based FPS is not working, too much going on, if work resumes will try Valkyria Chronicles style turn based combat next

Whimp the Bold

Dev:

AttaBoy

Tools:

GM:S, Aseprite

Web:

twitter.com/AttaBoyGames
attaboydev.tumblr.com

+ Finished Norm and Reece enemy behaviors
+ Made progress on a new forest background layer
+ Finished title logo
+ Put in lamp enemy
+ tons of dev time
- Level design for demo day will be rushed as always

Helleton

Dev:

MuscularHair

Tools:

Game Maker: Studio

Web:

muscularhair.tumblr.com
muscularhair.itch.io

+ Had a friend play the game.
+ Bug fixes
+ Properly added in Stage 2's secrets. They are just barebones level skips right now but I'd like to flesh them out
+ Updated Itch.io's page (did it before realizing I couldn't draft the changes so fuck it)

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Updated a couple of old ship designs and was pleasantly surprised at how much progress I've made in the past six months or so
+ Tracked down a ragtag band of reclusive 3D art experts who turned out to be a friendly bunch with lots of advice on improving my pathetic modeling abilities
- Invoked the names of the thirteen dark lords, who are now on their way from some volcano in Iceland to flay the skin from my bones

RAD Ross

Dev:

Gnome Made Games

Tools:

GMS

Web:

twitter.com/GnomeMadeGames

+ Added Dialogue for NPC's
+ Added a sliding mechanic
+ Added like 4 new weapons
+ Some work on backgrounds

Autumn's Gesture

Dev:

quasiberry

Tools:

UE4/Maya/Zbrush

Web:

quasiberry.tumblr.com

+ added basic animations, a shader, and a place holder weapon
- animations don’t really convey the rambunctious and flamboyant nature I’m going for but they will do for now

Tyranny 3000

Dev:

Rasputin

Tools:

Unity

+ it's technically a game, with win and fail states
+ ship has mouse control
+ enemies you can shoot
+ enemies kill you if you touch them
+ you can win by getting to the end
+ I've actually done some coding myself and it works!
- hoping to get enemy movement by demo day
- and possibly even a health system instead of one hit kills
- possibly placeholder sound effects
- I have more work at work and am even more tired when i come home now
- get a lot of sex and dates on weekends

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Finished the inside of the house for the 1st level
+ decided on and put an updated main player model in
- Have to upgrade the outside now to match the detail of the house
- Game will have more detail in general now, progress will likely be slower
- Busting ass to get a full level designed and completed in time for demo day, not sure if I'll make it though.

Ancient Saga

Dev:

Plessy

Tools:

C#/Monogame

Web:

teamessell.tumblr.com

+ Just doing a bunch of character art. You wouldn't even believe the number of sprites done this week.
+ Redid the HUD bars to not lag like crazy
+ Finished all 3 male hairs.
- Getting tired of arting, perhaps it's time to get back into netcode.

Jinzo

Dev:

nurikabe

Tools:

Unity, Tiled, SAI

Web:

nurikabe.itch.io

+ scripted battle sequences
+ better destructible tiles with pathing support
+ updates to enemy sprites
+ improved scrolling transitions
- content pipeline is cumbersome
- animation and scripting especially

Space Carrier Ops

Dev:

anon

Tools:

Unity, Photoshop, 3ds Max

+ Support for 3D skyboxes/scaled cameras
+ Added new ship: bootleg ARMD carrier to further test landing on moving objects
+ Wheel brakes for landing gear
+ Thrusters shut off when brakes applied
+ Rescaled all masses and thruster forces (multiplied by 0.01) so that Unity wheels play nicer with physics
- Need to figure out how I'm going to handle Demo Day
- Starting to have serious doubts that this would actually be any fun, as well as the likelihood that I could realistically "finish" it
- Seriously considering wrapping up this project after whatever the Demo Day build ends up being

Gumball Spiral

Dev:

BB_Dev

Tools:

Unity, blender, programmer art occult magic

+ Started working on sound
+ Cleaned up some menus
- Scrapped tutorial system, will redo
- Holy shit I'm bad at sound

Scavenge

Dev:

TastyBacon

Tools:

Unity, Blender, Existencial dread

+ Began Working on camera
+ Began Working on character controller
- Still a lot of fiddling for camera
- Still a long way to go for character controller
- Missed last week's recap because I didn't know what day I was in for like 10 days

Bout O' Wizards

Dev:

Hamfist

Tools:

Aseprite, Godot

Web:

hamfistedgamedev.blogspot.de

+ Got working menus
+ Spells are more flexible now and easier to create
+ Arena has been split up from one background sprite into many smaller ones to eventually allow for customisation and effects
+ Reorganised animations to have a working standard
+ Scaling working as intended now
+ Particles tested and found to be a good addition
+ Config files added

unnamed

Dev:

AGDG Code Monkey

Tools:

C++, SFML

+ started making game engine
+ tile map system
+ camera system
+ pathfinding
+ entity flocking
+ UI window system
+ basic projectile combat & damage
+ particle system
- have no game ideas

Saigo No Shinwa

Dev:

TrapDev

Tools:

game maker

+ I've reworked the game engine to make it more close to the original project
- Going to make a pause in order to prepare myself more and make sure I know where I'm going.

Throbot

Dev:

scarfdev

Tools:

GMS

Web:

twitter.com/scarfdev
scarfdev.tumblr.com

+ starting to implement tiles i've been working on
+ working on enemy designs for nature area
- having trouble coming up with a not shitty way to handle paralax other than stretched and squashed tile layers
- redesigning the female companion AGAIN because people keep assuming she's either an older than intended or a boy
- deving has been slow this week i still haven't really stopped being sick
- sorry