January 2017 (Week 1)

Jinzo

Dev:

nurikabe

Tools:

Unity, Tiled, SAI

Web:

nurikabe.itch.io

+ scrambled together a bunch of rooms for the demo
+ made some new music
- i feel like i did a lot more but forgot already

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Basic object lighting system, based on four nearest lights
+ Emissive textures
+ Wrote a neat script for Blender to generate UVs the way Radiant does
- I'm sick of the current map, going to cannibalize it and the previous one into something bigger.

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ two more weapon keywords (continuous, align)
+ ice wyrm now exposes it's innermost feelings to you when damaged enough
+ reworked a floor 2 miniboss almost completely
+ smaller explosions, recolored debris, bg color changes
+ several enemy tweaks and changes, firepipes working properly now, moveblocks have outlines
+ dd12 feedback changes implemented sofar: ui doesnt flicker when photosensitive mode is on, pickups have a consistent hitbox, tutorial forcefield cable leading to it's generator has been highlighted and the teleport hint moved a bit further down, working through the rest right now

23/Prometheus

Dev:

GrandFaker

Tools:

GM:S, GIMP, FL Studio

Web:

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

- Made falling blocks-traps to reappear over time
- movement/sprint work:
- made checkpoints
- made a lot work on cutscenes
- made dialogue choosing options
- wrote dialogues and translated them into another language
- player is able to fastforward dialogues now
- created musicbox object instead of using some basic scripts for music control
- upgraded one song, made another one
- added some sounds
- had a war with bugs and glitches
- prepared tutorials/hints
- uploaded early rough demo to Demo Day

Bout O' Wizards

Dev:

Hamfist

Tools:

Aseprite, Godot

Web:

hamfistedgamedev.blogspot.de

+ Forced the game into a playable state
+ Music added
+ Soundeffects
+ Rudimentary AI
+ Icewall spell
+ Spell interactions with the world and wizards
+ More menus

Catgirl Pool Party

Dev:

Hik

Tools:

Godot, paint

Web:

hik.itch.io/catgirl-pool-party

+ Added bunnygirl character
+ Added 3 moving bubbles that despawn/respawn
+ Watergun shot longer and timed for buttonpress
- Collision for shooting bubbles didn't work properly

Maid Game

Dev:

Anon

Tools:

C++

Web:

hexundev.tumblr.com

+ Improved slope movement
+ Added flag drop down platforms
+ Added collisions and enemy pushing
+ Made a new special attack
+ Figured out art style for levels
+ Moved plant deformation to a vertex shader
- Didn't make it for demo day
- Have to redo all the animations

Autumn's Gesture

Dev:

quasiberry

Tools:

UE4/Maya/Zbrush

Web:

quasiberry.tumblr.com

+ Added basic enemy
+ Added basic stab attack and enemy damage
+ Added targeting system, though it needs refinement
- Animations and lighting need work

Wicked Charm

Dev:

whip-dev

Tools:

Game Maker: Studio

+ The run cycle is done.
- I'm so slow making sprites it's not even funny.
- The character is still missing some sprites.

card tactix

Dev:

alloyed

Tools:

love, candy cane

Web:

alloyed.itch.io

+ play my demo
+ misc. menu work
+ make camera animation skippable
+ new sound fx
+ tune down some of the absurd lategame packs
- I might actually be dying

Mech game

Dev:

idk

Tools:

GM:S, GIMP

+ Started on map gen
+ 2nd booster finished
+ small graphical tweaks
- didn't do demo day
- probably about to hit a wall on map gen
- might need to rewrite bits of code for delta_time implementation if can't find a good hack

Scavenge

Dev:

TastyBacon

Tools:

Unity, Blender, Existencial dread

+ Still working on camera
+ New years resolution is to finish this fucking game
- Missed Demo day because it's not playable yet

Project M

Dev:

Adam

Tools:

Unity, Blender

Web:

twitter.com/7TowersSoftware

+ hastily added a shop for DD
+ started refactoring said shop(bad, bad code)
+ started refactoring my age-old PlayerController
+ started splitting up the main-menu
- lot of stuff to do, not sure what takes priority
- still shit graphics/assets
- weird bugs in the demo eat up time

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Rewrote the representation of "scenes" (menus, gameplay modes, etc.) along with the parts of the input system that use it. The new way is much less error prone because combinations that are supposed to be impossible are no longer allowed by the type system.
+ Rewrote the asset loader to work with the new scene model. Now if something goes wrong it will show an error screen instead of just crashing the program. It's also fewer lines of code than the old version thanks to macro magic and Rust's new error-throwing syntax.
- The actual game part doesn't work right now

3DS FPS (WIP title)

Dev:

Kada, Theonian

Tools:

Unity, Blender, Gimp

Web:

theonian.tumblr.com

+ player drop shadow
+ work done on fitting animations together in-game
+ lots of rendering effects explored
+ a bunch of new characters (decision made to go for a "creepier" visual style)
+ new animations for the player character
+ gems and other pickups
- gem shader not working properly in Unity (exploring alternatives)

Coalrunnings

Dev:

Teelicht

Tools:

Godot, Blender

+ First recap!
+ Chunk generation with noise
+ Firstperson view and walk works somewhat
+ Took this week off from work, maybe progress!
- AGDQ is going on
- Panicked when trying to choose a good dev name
- Scared of animating

Throbot

Dev:

scarfdev

Tools:

GMS

Web:

twitter.com/scarfdev
scarfdev.tumblr.com

+ Mostly just art stuff this week
- been trying to think of a clean way to handle foreground and background tile layers
- i'm gonna be out of town for nearly a week so rip any actual deving

jamos

Dev:

anon

Tools:

c sdl allegro

+ added sprite object system with textfile-defined animations.

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Released demo
+ No complaints about the core of the game, which was good
- Lots of complaints about other things, collisions, getting to places where you shouldn't go, the camera, graphics, etc.

RAD Ross

Dev:

Gnome Made Games

Tools:

GMS

Web:

twitter.com/GnomeMadeGames

+ More work on the shop
+ More work on NPC's
- Need to look into adding Delta time, 60fps and other things to make the game more fun
- Needs a lot of polishing
- Needs its own sound and music.

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

+ Conversation systems implemented
+ 8 Scenes set up, 2 completed
+ Main Menu functional, working
+ Particle systems set up and polished
+ Finished rewrite on the game's plot and story
+ /- Switched to Unity. Switching to Unity took me a bit of time and a lot of money. Unity's letting me do stuff I wouldn't be able to easily do in Visionaire Studio.
- Still haven't submitted my shitty demoday entry. Holding out hope I can add enough to it that it lasts more than 2 minutes in the six hours(?) I have left to push it.

Space Carrier Ops

Dev:

anon

Tools:

Unity, Photoshop, 3ds Max

+ Simple main menu with settings
+ Deadzone and control modes can be changed in settings
+ Made landed behavior easier and more predictable
+ Lots of lights added to carrier
+ Nose gear light and headlight on fighter
+ Little nebula cloud effects on the carrier landing scenario
+ DD12 release
- Very possibly the last build of this project

Not a School Shooter

Dev:

Anon

Tools:

Unity, C#

+ You can now load into maps from the strategic map!
+ How soldiers die is now recorded
+ In juries occur after a mission completes, less than 50% health will cause an injury which needs to be waited out
- Busy as fuck so it's sort of light

Cybership

Dev:

@vestigialdev

Tools:

Unity

Web:

Vestigialdevelopment.com

+ Submitted something for demo day
+ Tutorial workflow pretty good
- Didn't make much content
- Lots of things silently broke in the leadup to DD

Fungus Amungus

Dev:

Millien

Tools:

Unity/C#

+ Added a new enemy type that shoots projectiles
+ Fixed a ton of bugs relating to projectiles
+ Added leveling and a skill tree
+ Created 4 new attack types
+ Started a better UI
+ Made the targeting indicator work with the new attack types
- Still barely any assets to make it actually mushroom-related
- Issues with how targeting indicators should work

Gumball Spiral

Dev:

BB_Dev

Tools:

Unity, blender, programmer art occult magic

+ Sounds are "complete", went with a less is more approach
+ Laid groundwork for achievements and recording player meta stats (times died, cumulative points, etc)
+ Gonna to do music this week, I have no clue what I'm doing

Locked Masts

Dev:

IceDev

Tools:

Unreal

+ Nailed the boat mechanics down, physics were a bitch (big success this one)
+ Modeling work (Bar+brothel exterior is pictured)
+ Added the halfdeck frame to the builder

Project-EE

Dev:

Gobekli Tepe

Tools:

Godot

+ experimenting with creating tile shapes and randomization
+ began work on first stage
+ created procedure for first floor
+ randomly places stairs of random direction
+ began working on 2nd floor procedure
- nothing exists in this project besides stuff for random floor generation

Frost

Dev:

way

Tools:

GMS

Web:

spacedoggames.tumblr.com

+ started again after hiatus
+ started remaking menus
+ drew world map
+ a lot of misc level fixes in overworld

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Modified the demo day room a bit and added menus to boss doors
+ Added the difficulty differences to the Ice boss
+ Buffed [Cyan] a bit
+ Fixed some demo day related bugs
- [Shade] is always broken

Casting Simulator (Placeholder)

Dev:

anon

Tools:

GM:S

+ Finished gameplay
+ Cleaned up all the runes
+ Added juice
- Not sure if the game is too hard or if I'm bad at it
- Don't have any background or sound