January 2017 (Week 4)

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ The firey mage boss is complete.
+ Second boss 9 attacks in making, most sprites done, though it's pretty huge asset-wise.
+ Resprited lightning, changed the color of warning shots.
+ Intro force walls knocks you back when approached.
+ More background work, fixed a cursor bug, made big explosions consistently stay at the same depth, lightning about to leave residual particles, etc.

Rune Revolver

Dev:

Monchop

Tools:

GMS/Aseprite

+ Added depth layering between objects
+ Added simple light sources
+ Finished gamepad support
+ First dungeon concept is mostly tackled
+ Decided what fonts to use for the GUI
+ Made a reload animation for the aim graphic
+ Experimenting with different anchor points for gun graphics
- Still a visually appealing tech demo using a bunch of placeholders
- Still haven't ported spells other than Moon Glaive
- Some graphics are missing
- Enemies straight up don't exist

PROJECT MURDER PARTY

Dev:

HueDev

Tools:

Unity

Web:

brazileirobr.itch.io/pmp

+ Made a new map
+ made a map selection system
- new map system fucked the entire game
- game stopped working
- lost the entire game data
+ managed to make it work again thanks to backups
+ remade all the shit that was not on the backup
- repeated this process 4 times
- gave up on the new map
+ 2 New game modes
+ Fixed online conectivity and made moviment more smoth online
+ Fixed the problem of clients not deleating itens on the server
- Could not network parent a item
+ Got a cool new name for the final game: M.A.K.S. (Murder Assassin: Killer Slayer)

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Got the "Wooden Mannequin" new enemy 3d model working in-game
+ Got dual-wielding attacks working (attacks where right hand and left hand can both deal damage in a single attack animation)
+ Added multiple damage-dealing locations in the character. This was needed for dual-wielding attacks, but will also allow dealing damage from other body parts later on, especially useful for monsters (bite attacks, tail swipes, etc.)
- Spent majority of the Saturday watching that 3d Berserk TV series
- Got sick with cold and a runny nose

3DS FPS (WIP title)

Dev:

Kada, Theonian

Tools:

Unity, Blender, Gimp

Web:

theonian.tumblr.com

+ completed the first map
+ began designing guns and texturing them
+ made particle effects and bullets
+ managed to render graphics in a 3DS emulator

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Work on refactoring animation system
+ Fixing up resource tree because some of this stuff is really old and not used anymore
+ Attempted to draw actual sprites for some reason
+ Changed internal resolution
- Have to redraw/redesign a lot of the GUI elements and other things
- Character is floating until I finish drawing more frames
- Art is hard and it takes me a long time

NipNip

Dev:

Cilerba

Tools:

Unity

Web:

cilerba.tumblr.com
twitter.com/cilerbaa

+ FINALLY finished the background for the first set of levels
+ Started working on enemies
+ Some more cleaning up. (got some SERIOUS spaghetti code going on in this thing)
- Still can't figure out how to get repeating backgrounds

Apotheosis

Dev:

Meneer Guus

Tools:

GM8, Flash

Web:

meneerguus.itch.io/apotheosis

+ Artifact collection screen
+ New enemies added
+ Added a hard mode
+ Made the intro a bit better, as well as skipable
- Running out of pesto so I should get a proper job

Jinzo

Dev:

nurikabe

Tools:

Unity, Tiled, SAI

Web:

nurikabe.itch.io

+ started on a new enemy
- installed unreal engine

Autumn Vale

Dev:

Nintendev

Tools:

UE4, Blender

Web:

autumn-vale-game.tumblr.com

+ Spawning new actors on surface of clicked mesh
+ Snapping spawned actors to invisible grid on creation
+ Items can be "collected" by walking near them

Comfy Kids

Dev:

Prize Box

Tools:

XNA, Visual Studio, MS Paint

+ A lot of graphical stuff (assets, tiles, sprites, ui) done and ready to be used with programming
+ Lots of pre-planning stuff is done and out of the way (mechanics, items/gear, zone notes)
- Havent had much chance to do a lot of programming.

Subterra

Dev:

Moku

Tools:

Unity, Asesprite

Web:

twitter.com/MokuDev

+ Main mechanics are almost all done
+ Basically need to just make more content
- Can't into enemy design

Clarent

Dev:

Arikado, PHI

Tools:

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

Web:

twitter.com/ArikadoDev

+ Clicked pixels for hours (new animations)
+ Idea guy'd
+ Testing & made a big list of things to fix
- Not much else
- Spending too long on animations
- GMS broke a bunch of crap
- Also my chair broke and it was one of those with pneumatic thing to change the height and it fucking exploded and thank fucking god I had metal plate there or my ass would've exploded and on same day my radiator's pipe broke and water fucking everywhere

23/Prometheus

Dev:

GrandFaker

Tools:

GM:S, GIMP, FL Studio

Web:

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

+ in process of total artstyle change (including main character design)
+ updated some cutscenes
+ made DPS calculators
+ made falling blocks much more fun to play with
+ added grace period (immortality while starting room)
+ fixed some bugs
+ updated controls
+ little optimization things
- I'm sick, have a fever and can't work at the moment. Shit sucks.

Vikingirl RPG

Dev:

Raflosti, SquareDev

Tools:

Unity, Blender

Web:

raflosti.tumblr.com
squaredev.tumblr.com

+ Dialogue typing effect
+ Dialogue reads from XML file
+ Dialogue doesn't start typing a word unless it fits in the box
+ If the message is too long it continues to scroll down
+ Dialogue replies appear and can be created in the XML file
+ Clicking a reply button directs you to the appropriate next message according to the XML file

RAVAGER (working title)

Dev:

Oakleaff

Tools:

GM:S

+ Game is in a "playable" state with functional level progression
+ Multiple weapons, enemies and armour types
+ Random levels with secret areas
+ A quick & dirty "dynamic" lighting system
- Not that much content yet
- Secret areas not populated
- No enemy graphics

Project M

Dev:

Adam

Tools:

Unity, Blender

Web:

twitter.com/7TowersSoftware

+ Started working on enemy mecha AI
+ Identified current design flaws and started to work on solutions
- not a whole lot of progress

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Started implementing wall running
+ Player now has 2 weapon slots
+ Player can no longer jump from slide line
+ Projectiles no longer deal multiple damage in a short time
+ Added melee plunge

A Smol RPG

Dev:

polisummer

Tools:

Blender, Unity, GIMP, Aseprite

Web:

polisummer.tumblr.com

+ I'M NOT DEAD
+ character classes finished
+ branching dialogue finished
+ basic battle system half finished
+ can switch between fixed and player-following camera
+ battles in progress
- lost old character models and animations in a tragic hdd failure

Throbot

Dev:

scarfdev

Tools:

GMS

Web:

twitter.com/scarfdev
scarfdev.tumblr.com

+ added last months changes back to GMS1 project (dont get gms2)
+ have an almost good enough parallax system implemented
+ made a twitter which might be the opposite of progress but let's just call it marketing
- gotta start actually making enemies and set pieces

Project Dash

Dev:

TetraLoofuh

Tools:

GM:S, Blender, GIMP

Web:

twitter.com/wild8900

+ more original textures
+ engine optimization
+ nonunifrm terrain collision
+ text boxes and menus
+ tps aiming
- camera collision still calc heavy

Matter of Business

Dev:

Hamfist

Tools:

Aseprite, Audacity, Godot

+ Project start
+ Basic city grid setup
+ Viewport in viewport setup
+ Camera dragging and zooming controls

RAD Ross

Dev:

Gnome Made Games

Tools:

GMS

Web:

twitter.com/GnomeMadeGames

+ Did some work on a map system.
+ Decided to make things such as the slide or running unlockables.
- Glitch where the main character stops animating is present and no luck finding out how to change it yet.

Jofers Game

Dev:

Jofer

Tools:

Unity

Web:

youtube.com/channel/UC-6KYzaJstH0HT-_7z4lxBQ

+ Im making her look better
- bugs
+ Did some work on a map system.
+ Decided to make things such as the slide or running unlockables.
- Glitch where the main character stops animating is present and no luck finding out how to change it yet.

Ancient Saga

Dev:

Plessy

Tools:

C#/Monogame

Web:

teamessell.tumblr.com

+ Did two hairs.
+ Did the technique select screen.
+ Started the technique loadout screen.
- Sick all well so dev was basically nonexistant, most of this is from last week, since I forgot the recap.

Untitled Campfire Game

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com

+ Basic gameplay is done
+ Chat formatting is done
+ Basic networking tests are done
- Still have to mix everything
- Still have to clean up backgrounds
- Drawing tablet still dead

Path Finder

Dev:

PathFinder Dev

Tools:

Javascript / webGL

+ Added AI
+ Implemented Path Finding
+ Optimized Engine and stabilized fps
- Tfw no gf

32-Adventure

Dev:

Brainletdev

Tools:

GM:S

+ More rooms
+ Level system
- Can't figure out a reliable armor system
- Boring right now

Locked Masts

Dev:

IceDev

Tools:

Unreal

+ Framework logic and design pretty good now
+ Travel between maps, building ships, saving/loading them for edit/sailing, options menu etc
- Still needs art, gonna leave that for now, sick of working on menus.

Fungus Amungus

Dev:

Millien

Tools:

Unity/C#

+ Stopped enemies from trying to kill walls
+ Stopped the player from being able to walk through walls if they walk through an enemy first
- Still can't figure out why the map creator sometimes omits boundary walls

Mech game

Dev:

idk

Tools:

GM:S, GIMP

+ Enemy units can attack Friendly units on overworld
+ All units in adjacent squares properly join the battle
+ Data of capital ships( stored units, HP, etc) successfully carries over to the shooting segment
- defeated ships don't actually die on return to overworld map
- battles are triggered even when the player's mothership isn't being attack instead of being settled w/ rng
- ship placement on the battle map is too random
- dont have anything to show for additions yet
- still have to refactor code for delta time stuff

Neon Knights

Dev:

bokchoydev

Tools:

Unity, Pyxel Edit

Web:

bokchoydev.tumblr.com

+ Implemented some placeholder UI
+ We have a character info screen, character equip screen, and inventory
+ Fixed a problem with AI not path-finding around units
+ Icons for spells, characters, items implemented
+ Have patrol paths for AI now, easy to implement and change at runtime
- Need to work on line of sight/fog of war stuff
- a r t i s h a r d

Everwell

Dev:

Alloyed, Hertz4, SouthCX

Tools:

love2d, aseprite, adb shell screenrecord

+ Oendan-style click circles
+ Input abstraction
+ Android port
- turns out android is absurdly laggy

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Completely redesigned and rewrote the internals of my scripting language, except the parser (I only rewrote maybe half of that)
+ Improved the Vim syntax highlighting package so my scripts will look cooler in future screenshots
+ Figured out a way to do MUCH more computation inside an individual virtual machine, so the supervisor layer becomes very lightweight and I can parallelize the bejesus out of the bytecode interpreter
+ Wrote a copying garbage collector to deal with the gobs of data flying around whenever a message is received
+ Fixed a design flaw where a message handler couldn't be created from inside any kind of nested scope
+ Wrote a shitton of tests covering every stage of the compiler pipeline so far
- Designing representations for the intermediate translation steps is a colossal pain in the ass
- The LUDICROUS SPEED bug is not 100% solved

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Modeled, textured, rigged, and posed a pair of hands for the MC to use to actually hold the gun models.
+ Melee Attacks. You are now equipped with a Robocop-style data spike to use as a stiletto
+ Melee attacks will knock enemies back slightly
+ Enemies can now be briefly staggered by doing enough damage to them.
- My desktop won't boot, will probably be a week or two before I can bring it back online

Project TUSSLE

Dev:

digiholic

Tools:

Unity, Python

Web:

projecttussle.com

+ Added an input buffer to smooth out inputs near the end of certain actions
+ Got a 3D version of the stage for perspective camera (not pictured)
- Found out how aggressively limited Unity's input system is and am spending huge amounts of time rewriting it.

Scavenge

Dev:

TastyBacon

Tools:

Unity, Blender, Existencial dread

+ Tested some movement stuff
- Literally nothing else because I'm doing another project
- Been stressin' about a qt
- Character runs twice as fast when moving diagonally because it adds the vectors. Gotta change movement to a "move towards this vector" command, instead of "MOVE THIS MUCH VECTORS"

Slimepix

Dev:

Marmot

Tools:

Unity, GraphicsGale

+ Multijump
+ Some animation
- removed previous animation

Cybership

Dev:

@vestigialdev

Tools:

Unity

Web:

Vestigialdevelopment.com

+ Lots of localization infrastructure progress
+ Learning how to livestream dev
- Thinking about kickstarter