February 2017 (Week 1)

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Improved and balanced wall running
+ Improved sensitivity on controllers
+ Added rendering for tails and hair
+ Started implementing a boss to test skeletal animations
+ Started adding more melee attacks

Ancient Saga

Dev:

Plessy

Tools:

C#/Monogame

Web:

teamessell.tumblr.com

+ Worked on the technique loadout screen.
+ Got the netcode working for techniques.
+ "MISC FIXES AND OPTIMIZATIONS"
- I really need to make a new recap image.

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ Reactor boss done. Definitely.
+ Pic related is the state of the third Floor 4 boss atm.
+ Floor 4 music done and in place.
+ Weapon tooltips shortened even further. P sure nobody's read them and people who did likely just confused by the numbers.
+ Enemies intended to act as obstacles no longer TING every time hit.
+ Pause screens darken when you enter a submenu.
+ Fixed a major issue in the Linux build.
+ Think Floor 4 room layouts might be done? Miniboss ones are in place now.
+ Miscelanous fixes related to things that get transported by moving blocks.

Clarent

Dev:

Arikado, PHI

Tools:

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

Web:

twitter.com/ArikadoDev

+ Managed to unfuck the game
+ Fixed some performance issues
+ New animations soon
+ Lots of small tweaks here and there
+ Fixed shittons of bugs
+ We are still alive
- GM:S corrupted all scripts and most of my backups so there was shittons of stuff I had to redo

NipNip

Dev:

Cilerba

Tools:

Unity

Web:

cilerba.tumblr.com
twitter.com/cilerbaa

+ Enemies fully working
+ Rewrote the seeds script so they operate a bit smoother now
- At work rn so I stole the screenshot from a GIF I posted on Twitter so the quality is ass

RAD Ross

Dev:

Gnome Made Games

Tools:

GMS

Web:

twitter.com/GnomeMadeGames

+ Did some more work on the map system, it now shows the room you're in.
+ Started working on another stage.
- Thats it really.

PROJECT MURDER PARTY

Dev:

HueDev

Tools:

Unity

Web:

brazileirobr.itch.io/pmp

+ Made brokeable glass
+ Made 5 new hide places (freezer. Oven, Sink, tent , and a hole in the ground)
+ Temperature changes the color of the screen
+ Made lots of new itens (Baseball bat and ball, Golf bat, Bag of balls, Donuts, Burgers, Gym Weight big and small, Molotov, Handegg ball, broken glass shard )
+ Might fixed some of the lag on projectile weapons
- droping items dont destroy the item for some reason

A Smol RPG

Dev:

polisummer

Tools:

Blender, Unity, GIMP, Aseprite

Web:

polisummer.tumblr.com

+ finished battles
+ improved lighting a bit
+ finished basic animations
+ xp is saved now

Comfort of your own home

Dev:

MelonoDev

Tools:

GMS

Web:

twitter.com/MelonoDev
melonodev.tumblr.com

+ Can sit down in three different spots
+ New room, possible to go there
+ Chosen a font
+ A lot of other stuff that I did not today
- Tablet's acting fucked, so no art assets besides what I have
- How do I change a background's intensity? --> I'll have to work around it
- Going to have to make buttons, and a grid, and put buttons on that grid.

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Made turn around, jump, fall, and crouch sprites
+ Tried to make some tiles
+ Modified some movement variables because it felt 2fast with the resolution change
- Can't get background tiles looking right, maybe darker colors or make different ground tiles
- Visually, a reverse slide is still a mystery to me
- Art was a mistake

Fungus Amungus

Dev:

Millien

Tools:

Unity/C#

+ Fully polished map creator
+ Now deletes dead space on the map to improve performance
+ Game is actually fully playable
- It has balance and difficulty issues

Scavenge

Dev:

TastyBacon

Tools:

Unity, Blender, Existencial dread

- Literally nothing
+ I will not give up

Throbot

Dev:

scarfdev

Tools:

GMS

Web:

twitter.com/scarfdev
scarfdev.tumblr.com

+ finished parallax tile system
- forest sprites dont look good in motion and make it hard as hell to see anything
- gotta make a simpler area to test this stuff out properly
+ starting up enemy designs again

Locked Masts

Dev:

IceDev

Tools:

Unreal

+ Been stepping up my asset game. Unreal's materials are too powerful to let them go to waste.
- System crashed! Took a bit of the week to get back up to speed. No loss of progress.
- Can't sleep. I keep having nightmares about Jofer's daughter.

ProtoCorgi

Dev:

Hearto

Tools:

Godot, GDScript, Aseprite

Web:

kemonogames.com

+ Added Spread weapon
+ Added Normal weapon
+ Added 3 Missiles weapon
+ Half of Homing weapon finished

Cybership

Dev:

@vestigialdev

Tools:

Unity

Web:

Vestigialdevelopment.com

+ Localization infrastructure changes
+ Repacked UI as greyscale for colorized themes
+ Streaming is good for staying on task
- Got intimidated and depressed over a slickly presented AAA competitor

Comfy Kids

Dev:

Prize Box

Tools:

XNA, Visual Studio, MS Paint

+ Learning that I've been overthinking things when programming.
+ Getting more in touch with my older, more direct approach to programming similar to when I was younger.
- When i was younger I was a fucking idiot though and wrote a ton of spaghetti code.
+ At least now that I'm older and more knowledgeable on how2code I can avoid writing myself into a corner with bad code
+ Also did some art assets, feel like I've gotten better at doing pixels too.
+ Making lots of good progress has had me feeling a lot better and resting a lot easier at night!
- ...but I'm still hungry.

Slimepix

Dev:

Marmot

Tools:

Unity, GraphicsGale

+ Slow Down fall with parachute
+ Replanned player controller script

Untitled Campfire Game

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com

+ Made a placeholder title screen.
+ Some animations are now based on player's distance to the campfire.
+ Started working on different animations for female characters.
+ kvdev gave me an amazing set of sound effects.
+ Reworked forest background.
- Still have to clean up the background and some animations.
- Haven't touched the networking code at all since last week.

Neon Knights

Dev:

bokchoydev

Tools:

Unity, Pyxel Edit

Web:

bokchoydev.tumblr.com

+ Refactored e v e r y t h i n g
+ Still grinding out them art skills
- Duel Links/Fire Emblem Heroes stole three days of my life

Project M

Dev:

Adam

Tools:

Unity, Blender

Web:

twitter.com/7TowersSoftware

+ experimented with shaders
+ started designing map
+ made some progress with enemy pilot AI
+ made the turkey-bot ai a bit more efficient
- AI takes longer than expected
- performance issues for big maps

Mech game

Dev:

idk

Tools:

GM:S, GIMP

+ Ships killed during battle now die on the map
+ battles now trigger only when the controllled ship is attacked on the map
+ fixed bug that allowed enemy to move infinitely
- can't join ongoing battle on map
- NPC battles consist of units attacking each turn instead of gradual losses and damage per turn passed
- Still nothing to show people yet
- put off refactoring again
- every time i look at my ai scripts i want to refactor them

Matter of Business

Dev:

Hamfist

Tools:

Aseprite, Audacity, Godot

+ Turn order
+ Basic simulation
+ Loading block and building templates from external data
+ GUI structuring

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Created a 3-part combo attack for the Wooden Mannequin enemy.
+ Fixed my targeting shader to show the metallic/roughness map properly.
- Enemies are hitting each other too much.
- Need to balance damage values, attack animation speeds, and stamina costs.
- Because of the way these enemies are shaped, the charged attack doesn't hit them. Will definitely need to add BoxCast as a different hit detection method.

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Implemented syntax desugaring for ALL of the complicated flow control stuff in my language
- Said I wouldn't rewrite the parser, then did that anyway, about ten times
- The IR I made is a total garbage fire. It's basically a worse version of the AST, except more of a pain in the ass to work with, and totally useless for writing optimization passes. I might as well throw out all the transformations I've written for it and express them as transformations of the AST itself.
- Discovered a couple of very stupid mistakes in my memory model (that are only a problem because of some details of how I do concurrency) and now I have to rewrite something like half the VM. For fuck's sake.
+ Finally fixed the part of the theme music that's been vexing me for months. I feel good about this.

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

+ Got scaling text functional
+ New scene: Snowy fields
+ Ink Intepreter now sees calls for BGM and SE change, so I can change music/sounds and trigger events without having to break out of the context of writing in Ink.
+ Most of the introduction is now written
- I'm pretty behind schedule. Writing this introduction is taking more time than I thought it would.
- Definitely going to need to rewrite some of this. Lots of not very strong writing in here at the moment.

Project Dash

Dev:

TetraLoofuh

Tools:

GM:S, Blender, GIMP

Web:

twitter.com/wild8900

+ Texture Work
+ Optimized Camera Collision
+ Video Settings Screen
+ 3 Lighting Options
- Almost quit GM:S and went to Unity
- Didn't quit tho its aight

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Almost done the kitchen
+ Working on being able to push objects around
- May have to cut several dungeons to get game out by when I would like, going by my current workflow.

Autumn Vale

Dev:

Nintendev

Tools:

UE4, Blender

Web:

autumn-vale-game.tumblr.com

- Fixed some ridiculous collision behavior issues which boiled down to "restart UE4 50 times"
+ Improved camera behavior to not be so jarring while moving suddenly to the left or right of it
- Some placeholders created in Blender for boulders and stumps for the player to destroy. They look like ass. This was the furthest thing away from progress possible.

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Added configurable mouse sensitivity to Controls settings page, with option to have separate sensitivities (off by default)
+ Fall damage now ignores your armor, same code can be used to make armor-piercing weapons
- Slow week with my main computer down. Should have it running again tomorrow.

Rune Revolver

Dev:

Monchop

Tools:

GMS/Aseprite

+ Prototyped 3 enemies (Slime, Wisp, and Eyedolon)
+ Did some flavor text writing
+ Worked out some concepts for the second world
+ Started working on new spells
- Haven't ported fireball
- Took a week-long break and didn't progress that much beyond concepts and prototypes
- Enemy prototypes don't have graphics yet
- Prototyped items are fucked for whatever reason
- Level design halted
- No character animations
- No hit feedback

RAVAGER (working title)

Dev:

Oakleaff

Tools:

GM:S

+ Implemented ammo system with 4 ammo types
+ Revamped armour system
+ Functional item spawning
+ Rudimentary enemy level system in place
- Level generation still fails sometimes
- Still not that much content

Subterra

Dev:

Moku

Tools:

Unity, Asesprite

Web:

twitter.com/MokuDev

+ Game felt boring so now instead of rooms there are caves with semi-destructible terrain
+ Also now the majority of the enemies will behave swarm-like
+ Hopefully game will be fun now
+ Thinking about 2d lighting for added immersion
- Can't tell if the scope it's getting smaller or way to big