January 2017 (Week 2)

Bout O' Wizards

Dev:

Hamfist

Tools:

Aseprite, Godot

Web:

hamfistedgamedev.blogspot.de

- Spell system needs to be reordered to make sense. Trying to trim the unnecessary parts
- Demoday feedback demands redo of controls and user information
+ Started doing that

23/Prometheus

Dev:

GrandFaker

Tools:

GM:S, GIMP, FL Studio

Web:

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

+ Made wall jumping better
+ Minor melee attacks update
+ Added landing state
+ Total alignment system rework
+ Added statuses system (grace and regen in game already)
+ Added automatic window size on first game launch
+ Added options to pause menu
+ Added basic volume option
+ Made BIG optimization
+ Fixed a lot of bugs
+ Controls update (for pad)
+ Added readme file
+ Added shader that changes colours according to day/night system
+ Working on some interface things
+ Damage showing up on hit

Frost

Dev:

way

Tools:

GMS

Web:

spacedoggames.tumblr.com

+ Working on new boss
+ started implementing new ui
- crippling depression caused a day or two break

Rune Revolver

Dev:

Monchop

Tools:

GMS/Aseprite

+ Started from scratch
+ New artstyle
+ Smaller sprites, resulting in more screen space
+ Objects are much cleaner, making things easier to implement and remove without having to go over things
+ Character movement remade
+ Rough 6-directional looks implemented
+ Guns rewritten from the ground up to use a very flexible template
+ One spell remade to accomodate to the gun template
- HUD not ported over, needs revision
- Spells not fully ported over to the new version
- Fireball still uses placeholder sprites
- Ammo and reloading aren't ported yet
- No enemies
- No collisions
- No animations

Neon Knights

Dev:

bokchoydev

Tools:

Unity, Pyxel Edit

Web:

bokchoydev.tumblr.com

+ Refactor stuff for player NPCs, should make life easier going forward
+ Started work on an ability system
+ Started working on some hot art skills
- Still no idea what I'm doing
- Crippling doubt

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

+ Wayfinder system now functional
+ Chose the sidequest before meeting Delgof
+ Concept art of the priestess of the old shrine is going steady
+ Concept art of the old shrine is also progressing nicely.
+ Polished some of the dialog, added hints/tutorials to help the player along with examine/use in the early game.
+ Some performance optimizations with the particle systems that leaves the snow fall still look mostly the same but saves a lot of frames
+ Framework for the ghostmonk sidequest (dialog, story, etc) is complete
+ Added ambient sounds to the snowy areas so the player can hear how windy Fyra is.
- Mistakes in my base logic cost me some time with the wayfinder system

Grand Classic (name tentative)

Dev:

Zextillion

Tools:

Unity, OpenCanvas 6, Photoshop, Ableton Live

Web:

soundcloud.com/break_shift

+ First recap!
+ I guess I'll just post what the game is about.
+ Bullet hell, lots of bullets
+ Can destroy bullets with melee attacks
- Destroying bullets was too overpowered if you spammed melee, so I'm thinking of just making it a charged attack or something that makes it harder to spam
- For some reason lowering the graphics on the Unity exe causes a bug where you're unable to dash and I don't feel like fixing it right now
- This boss is supposed to be one of the earlier bosses, except that it's actually kinda hard

Autumn's Gesture

Dev:

quasiberry

Tools:

UE4/Maya/Zbrush

Web:

quasiberry.tumblr.com

+ Juiced up down stab
+ Added fireball spell
+ Laid the groundwork for an enemy state machine
+ Added some props and an early game battle stage

3DS FPS (WIP title)

Dev:

Kada, Theonian

Tools:

Unity, Blender, Gimp

Web:

theonian.tumblr.com

+ Figured out the basic limitations of the 3DS
+ Kada made progress on figuring out how to dev for 3DS
+ Made a tileset and a basic test map to fit the 3DS specs
+ Made new characters
+ Made a 3D HUD (Kairo is being put down in favour of a Metroid-inspired FPS)

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ After Demo Day 12 I sectioned out 21 things I wanted ready by DD13, in one week I've already crossed off 13
+ New Item: Armor Pad (+5 armor)
+ Lighting system now works on skinned meshes
+ Changed to emissive hit flash when you damage enemies
+ Finally added hotkey-switching for weapons
+ There's now a little "whoosh" sound when weapons switch
+ Guns have an infinite supply of empty mags to discard when reloading
+ Guns also eject brass for every shot fired, which then litters the level
+ Falling debris like casings and gibs have global sound cooldown (0.1secs) to
+ By overwhelming popular demand, there are now shatterable glass panes
- I need to rebuild the map in order for the shatterable panes to actually be of use

Shooter Man

Dev:

Shooter Man Dev

Tools:

UE4, Photoshop, 3ds max

+ Fixed up things with the starter weapon
+ Fixed the blaster shot mesh
+ Added first enemy, the turret bot
- Things a going slow due to work

NipNip

Dev:

Cilerba

Tools:

Unity

Web:

cilerba.tumblr.com
twitter.com/cilerbaa

+ Added in lots of animations and cleaned up the player's Animator
+ Added in gliding
+ Figured out prefab importing with Tiled2Unity which will make level design a lot easier
+ Cleaned up a lot of code in preparation for future mechanics
+ Cleaned up HUD

Vampire's Bit

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com
twitter.com/jcsvampire

+ Implemented small obstacles that will slow you down.
+ Coded restrictions needed for special villagers spawning.
- Progress is going super slow again.
- Lots of ideas for side projects I'm trying to avoid.

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Been working all week on paper designing levels and features for the game
+ Started work on the first level, a ship
- Looks like ass right now

Slimepix

Dev:

Marmot

Tools:

Unity, GraphicsGale

+ Discrete Movement
+ Enhanced Collision to prevent clipping
+ Pixel Perfect Camera

PROJECT MURDER PARTY

Dev:

HueDev

Tools:

Unity

Web:

brazileirobr.itch.io/pmp

+ Added a Ghost mode after dead.
+ Added Lights to most particles
+ Added 5 new itens(Cardboard box, Eletric magic wand, Stun batton. DragonSword and Mana Potion)
+ fixed some corners of the temporary Manssion map
+ launched a website
+ got my motivation back

Pant(r)y Raid

Dev:

kyle

Tools:

Construct 2, TVPaint

Web:

twitter.com/kyleopayik

+ finished swimming frames, everyone seems to like them and it has boosted my self esteem.
- thinking about comfy jam, might inhibit progress

Tempest

Dev:

Preston

Tools:

Unity, PyxelEdit

Web:

tempestdev.tumblr.com

+ Improved overall combat flow
+ Added multiple enemies/party members
+ Added reel when hit
+ Added ranged attacks
+ Added AoE attacks
+ Added buffs/heals
+ Added damage numbers
+ Added mana
+ Made sprites for a few new enemies/party members

Project M

Dev:

Adam

Tools:

Unity, Blender

Web:

twitter.com/7TowersSoftware

+ Refactored the player script
+ Reworked the controls
+ new player skeleton
+ new starter mech
+ half done with replacing the old skeleton
+ learned that models can have multiple materials
- learned that multiple materials produce lots of overhead
- lotta errors and bugs due to new skeleton
- didn't actually plan to change the player skeleton
- still haven't updated the shop
- whole list of smaller problems

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ Implemented the rest of DD12 feedback and bugfixes (Improper sound loops, Cutting off input if clicking outside the screen, a bunch of misaligned 3d sounds, etc.)
+ Started the first Floor 4 boss, a great chunk of it's behavior is already done
+ Recolored several core player shot types to differentiate them more from enemy shots
+ Fixed rare display errors in enemy hp bars
+ Can no longer glitch out of boss rooms with a forgotten debug button
+ Added Satchel block, Explosive blocks stand out more, Chomper makes chomping sounds, pipe enemies and segments get destroyed if dislocated from the whole
+ A whole bunch of quality-of-life improvements for the editor. (Displays whole 2x2 and 3x3 sprites, can sample and delete by clicking on any part of a placed object, replacing a part of an object automatically deletes it)
+ Despite all odds, moveblocks work now. Im so proud of them, they also have beefy oof sound and shake the screen if bouncing off of a wall at particularly high speeds
+ Recolored Floor 2 backgrounds again, color feels so good, Im gonna reuse it for Floor 5
+ About 100 new rooms or so

Project TUSSLE

Dev:

digiholic

Tools:

Unity, Python

Web:

projecttussle.com

+ Added a flowing headband
+ Converted Knockback system from Python version to match up with Unity version
+ Created a process for importing Brawl models and animations
+ Abstracted out the animation loader so it can be used to load 2D sprites or 3D Animations, depending on if the character is a sprite or model
- Still haven't converted all of the existing actions to Unity. So tedious.
- Need to come up with a way to align the headband properly with some of the more involved animations. Don't want to hardcode it in, since Hitboxie is supposed to be the example character and I don't want to have to use dev-only workarounds for him.

Mech game

Dev:

idk

Tools:

GM:S, GIMP

+ Implemented basic framework for game map
+ Got a lot of cool ideas of how to differintiate game from other shmups
- nothing to show for it visually yet
- feature creep

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Modified the new scene system to better model a pushdown automaton
+ Rewrote the entire display system
+ Rewrote the entire physics system
+ Rewrote the entire input system
+ Rewrote the entire ship maneuvering system
+ Rewrote all entity spawning/killing systems
+ Rewrote the collision system
- Weapons, landing on planets, warping to other systems, and AI all need to be rewritten or retrofitted onto all the other stuff above
- The new collision system is exactly as bad as the old one, except that it literally does nothing right now because nothing is using it
- There's currently very little logic to the order these rewritten systems fire in, resulting in very strange bugs and possibly lock contention

Maid Game

Dev:

Anon

Tools:

C++

Web:

hexundev.tumblr.com

+ Re-added pause screen
+ Re-added other UI elements
+ Dynamic background fog
+ Automatic texture reloading
+ Refactored dialogue engine
+ Minor juice
+ Backdash
- Animations await

Mercenary Leto

Dev:

Leto Dev

Tools:

Amazon Lumberyard

+ Switched from Construct 2 + Unity to Amazon Lumberyard
+ Added save states
+ Drew new death animation sprites
+ Hired a voice actor for Kickstarter Video

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Various bug fixes related to Demo Day feedback
+ Finished adding janky mouse support to the menus that were missing it
+ Working on refactoring animation system
- Have to draw more rectangles

Scavenge

Dev:

TastyBacon

Tools:

Unity, Blender, Existencial dread

+ Still working on camera
- Life stuff consumed time

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

Unity, Visual Studio, Blender, Substance Painter, Photoshop CC

Web:

hypertensiongamedev.tumblr.com

+ Added complete keyboard & mouse controls
+ Added in-game menu
+ Added nicer looking blur-behind-GUI effect
- can't think of good default keyboard & mouse controls

Gumball Spiral

Dev:

BB_Dev

Tools:

Unity, blender, programmer art occult magic

+ "Finshed" the tutorial, needs some touch ups
+ Made menus prettier, will be complete when the sizes of the shops are final

Jinzo

Dev:

nurikabe

Tools:

Unity, Tiled, SAI

Web:

nurikabe.itch.io

+ fixed some boring physics bugs
- thats it

Ancient Saga

Dev:

Plessy

Tools:

C#/Monogame

Web:

teamessell.tumblr.com

+ Created the technique tool.
+ Added all the technique data for the alpha.
+ Made the technique select screen.
+ Gameplay soonish.
- Hella distractions all around this week.
- I need to start posting in here more, I'm becoming a whodev.

Spaceship Crew Self-Defense Simulator

Dev:

chaikaDev

Tools:

GMS 1.4

+ Added doors
+ Added door switches
+ Made the AI being able to navigate through doors and hit door switches if necessary
+ Added destructible glass
+ Added a depressurization mechanic when destroying glass
+ Improved the shadows
+ Rewrote movement mechanics for the 3rd time
+ Rewrote dash ability
- Still have no idea what I'm going to do about graphics

Locked Masts

Dev:

IceDev

Tools:

Unreal

+ Working on gameplay framework
+ Some asset work
- Fuck it's been a week already

RAD Ross

Dev:

Gnome Made Games

Tools:

GMS

Web:

twitter.com/GnomeMadeGames

+ Been addressing a lot of problems people had with feedback
+ Fixed pausing, you can now pause outside first room
+ 'esc' gives the option to automatically close the game
+ started working on allowing the player to define their own keys
+ some graphical polishing and such

Vikingirl RPG

Dev:

Raflosti, SquareDev

Tools:

Unity, Blender

Web:

raflosti.tumblr.com
squaredev.tumblr.com

+ Back from the dead
+ Started work on dialogue system
- Haven't actually made any new progress yet
- Currently having some problems deciding how to structure the inventory system
+ Planned various combat-related stuff which I will implement soon