January 2017 (Week 3)

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Rewrote the warp system with lots of improvements to the autopilot state machine
+ Added all kinds of nice scene transition effects
+ Rewrote the weapons system
+ Added a particle system
+ The damage system now ties into the particle system. When killing things, they explode into confetti
- Fixing some stupid bugs also broke the hacks I was using to center splash screen images, so now I have to go back and add explicit support for doing that
- Ships come out of hyperspace at ABSOLUTELY LUDICROUS SPEEDS and before they can turn around and stop they're like a million pixels away from whatever planets they were hoping to visit

Rune Revolver

Dev:

Monchop

Tools:

GMS/Aseprite

+ HUD Mostly done
+ Ammo, stock and reload implemented
+ Improved some visuals
+ Started enemy designs
+ Prototyped a boss and boss visuals
+ Started working on transitions and other effects
+ Started gamepad support
+ Level design on a very early stage, but started nonetheless
- Weapon graphics not started
- Spells not polished
- Menus nonexistant
- Inventory not added
- Fullscreen scaling not added
- Necessary shaders not started
- Items are bugged
- Savefiles aren't working properly

Bout O' Wizards

Dev:

Hamfist

Tools:

Aseprite, Godot

Web:

hamfistedgamedev.blogspot.de

+ Understood Godot's file system
+ Understood why the Linux build (most likely) failed
+ Dynamic animation loading
+ Advances in basic AI
+ Tome content aesthetically (more) polished
+ Ported most game data to external files
- Game had to be rebuilt from the bottom apart from assets

PROJECT MURDER PARTY

Dev:

HueDev

Tools:

Unity

Web:

brazileirobr.itch.io/pmp

+ Made one new item : Beambag shotgun
+ Made burneable gasoline pools
+ Made water pools when you use water based weapons
+ Remade the camera controls do include acceleration
+ Changed all the spheres to lowpoly spheres.
+ Remade the aimming sistem, to be more free and to use acceleration
+ Synched code to work online
+ Winner of the Deathmatch mode wins a crown.
- still a shit ton of errors that i have no idea how to fix
- aimming camera does'nt move online, no idea how to fix it.
- still no graphics
- still dont know how to write the name of my own game

Cybership

Dev:

@vestigialdev

Tools:

Unity

Web:

Vestigialdevelopment.com

+ Playing with particles for the main game screen
+ Working on sudo and user accounts
+ Retooled programs to be hacked Dialogues for easier flow visualizing
+ Player "profiles" for multiple saves per computer
+ Babbys first steamworks integration
+ Playing with fuzzer gameplay concept to research new vulnerabilities

Locked Masts

Dev:

IceDev

Tools:

Unreal

+ Still working on framework.
+ That's a fully functioning graphics menu right there.
+ Found tuna.

WIZ MUD

Dev:

Virtual Buddies

Tools:

Unity Blender Photoshop

Web:

twitter.com/wiz_mud

+ Improvements to network code
+ Alot of new level assets
+ Ragdoll physics
+ Added knee bones to wizard

Maid Game

Dev:

Anon

Tools:

C++

Web:

hexundev.tumblr.com

+ Added new NPC meido
+ Tested face changes
+ Added backlogs to dialogue engine
+ Added cat girls

Throbot

Dev:

scarfdev

Tools:

GMS

Web:

twitter.com/scarfdev
scarfdev.tumblr.com

+ replaced glitchy suplex with a stepping stool kind of jump
- i liked the suplex but it just doesnt feel right on the controls
+ i might try to add some silly fighting game move command to do it as a secret or something later
- about ready to completely give up on foreground object parallax because i'm too stupid to make it work properly

Wicked Charm

Dev:

whip-dev

Tools:

Game Maker: Studio

+ Made a simple ledge grab mechanic.
+ Finished a jumping animation.
- I'm so slow making progress that I feel ashamed to post in the recap.
- I'll stop making character animations for now and start working on some other things like the level assets.

Project M

Dev:

Adam

Tools:

Unity, Blender

Web:

twitter.com/7TowersSoftware

+ finalized the controls
+ boosters work properly now
+ learned about image-effects and stuff
+ new skeleton works in game...
- ...but the garage&shop are still based on the old one
- still haven't textured the model

3DS FPS (WIP title)

Dev:

Kada, Theonian

Tools:

Unity, Blender, Gimp

Web:

theonian.tumblr.com

+ almost completed the first map
+ some thought-experiments about game mechanics and design
+ currently experimenting with FPS controls and Unity builds for 3DS

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Finally worked out how to get the camera to do a smooth transitional following, like in God of War
- Spent a solid week on nothing but the camera
- The door I made looks like shit

Fungus Amungus

Dev:

Millien

Tools:

Unity/C#

+ Made a basic model and walk cycle
+ Changed hitscan attacks to check if an enemy is in range and attack automatically
+ Made a simple map generator
- Map generator has a ton of bugs

Slimepix

Dev:

Marmot

Tools:

Unity, GraphicsGale

+ Walking animation
+ Walls

jamos

Dev:

anon

Tools:

c sdl allegro

+ it plays nfs3 atlanta midi
+ i made all source code be in 1 dir instead of spread out
+ i improve VFS system code
+ I add support for loading .PSD files as an image type (using stbimage)

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Completely rewrote collision code, still a little jittery, but handles walls far better
+ Enemies now collide with each other, and with you
+ Started making the MC's hands to actually hold the guns (apologies to anyone who liked the 'no-hands' look, it was never the intention)
- Went to Global Game Jam, it was okay, but it impacted progress on this project

Futacubi

Dev:

goseb90

Tools:

PS CC 2014

Web:

goseb90.tumblr.com

+ Not much, I try to learn how to make a game based on tutorials in gamemaker, but it looks really bad for now. I need to work on that HUD.
+ What I think the game will be like is a bit like Shantae but with some RPG elements. (watching Platformers/RPG tutorials) but I basically have no idea what I am doing. So I'm going to stream on picarto.tv to see if I'll have enough viewers and see what I'm doing wrong.

Untitled Campfire Game

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com

+ Character costumization working
+ Basic gameplay working
+ All animations implemented in game now.
+ Working on alternate control schemes
- Still have a lot to add
- Still have a lot to polish
- This project is just a small break, will go back to Elzie soon.

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ secondary pause screen in and properly animated.
+ you can pick other resolutions besides AUTO while in fullscreen.
+ moving blocks can have things attached to them, spikes, crawlers, turrets, etc.
+ begun work on hard mode in advance, most enemies already have their behavior/patterns upgraded in hard mode, some were downgraded for normal mode.
+ rewrote the revenge bullet system a bit to fix a bug most people never experienced and account for hard mode changes.
+ the hp part system looks differently, so does the vault key icon.
+ up to 300 rooms on floor 4.

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

+ Game's plot is almost fully written now, fully integrating the ghostmonk story into it. You can read the outline for the new Prologue, which includes the hook into the Ghostmonk storyline, if you like here pastebin.com/NziAzjnF
+ Found a couple of time-saving techniques while painting my PNP RPG character's portrait this week. Should save me some time while doing further portraits for the game.
- No visual progress this week.

Pant(r)y Raid

Dev:

kyle

Tools:

Construct 2, TVPaint

Web:

twitter.com/kyleopayik

+ Not doing comfy jam so I will hopefully make it the next demo day!
- spent whole week doing nothing but water effects and ambient fish behavoir

RAD Ross

Dev:

Gnome Made Games

Tools:

GMS

Web:

twitter.com/GnomeMadeGames

+ Variable jumping(I thought I already added variable jumping, turns out I didn't)
- Character briefly switches to his idle stance when reaching the summit of jump.
- That's all I've done because I work a full time job and get lazy after work. Let's change that and make DDay13.

Neon Knights

Dev:

bokchoydev

Tools:

Unity, Pyxel Edit

Web:

bokchoydev.tumblr.com

+ We have a hotbar for our abilities
+ We have a character stat screen
+ Abilities now only fire if the target is within range
+ Range indicator for what is in range and what is out of range
- Art is hard
- Really need to figure out how to implement LoS/FoG
- Real life slows everything down

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Controls Display now swaps between keyboard & mouse, and gamepad, depending on where input was detected. The display can also now be minimized.
+ Continued work on new enemy 3d model.

Project TUSSLE

Dev:

digiholic

Tools:

Unity, Python

Web:

projecttussle.com

+ Come up with a plan for adding in wieldable items for 2D and 3D fighters
+ Reworked the 2D sprite system to accept a JSON file defining subimages from a sheet and defining anchor points for things like items and grabs to snap to
- Due to aforementioned 2D sprite rework, have to re-do all the attack sprites I did last week. Fuck!
- Still missing control buffering and smash attack functionality.
- ...

Scavenge

Dev:

TastyBacon

Tools:

Unity, Blender, Existencial dread

+ Camera is almost done
+ Have a solid idea for what the controls need to be
- Diagonal movement is bugged
- Had a social week so little to no dev
- I'm taking too long

Whimp the Bold

Dev:

AttaBoy

Tools:

GM:S, Aseprite

Web:

twitter.com/AttaBoyGames
attaboydev.tumblr.com

+ Made a new ground tile, started figuring out a direction I like for the forest
+ Improved the camera system so it can navigate in more ways
+ Implemented an shield that prevents stronger enemies from being absorbed in one hit
- Still trash at shaders, and even after thinking I had a breakthrough I was wrong

Everwell

Dev:

Alloyed, Hertz4, SouthCX

Tools:

love2d, aseprite, adb shell screenrecord

+ backgrounds
+ music-synced animations
+ menu transitions
+ P A R T I C L E S

Low Lands

Dev:

Anon

Tools:

Unity / C#

+ Initial Post
+ Implemented GOAP for AI planning, very very easy to add new behaviours
+ Implemented system for automatically grabbing actions and goals based on race and profession
+ Implemented system for reserving objects for use, meaning AI will no longer try and work on the same task
+ Every object, including intellgent entities, derive from a base "Thing" class which allows them to be worked
+ Implemented start of database (now just used to store actions/goals
+ Automatic world gen which creates a database of tiles and meshes, very fast
- Scrapped old skill system, wasting time
- Scrapped old pathfinding

God is a Cube

Dev:

King Kadelfek

Tools:

Unity 3D

Web:

godisacube.com

+ made preparations for the Ludicious event
+ prepared PowerPoint for talk about Ant Attack inspiration
+ made flyers for the event