February 2017 (Week 2)

Infraction

Dev:

infradev

Tools:

C++ / SFML

Web:

foxar.itch.io

+ Added deadly turrets that open fire when you cross any of the laser beams.
+ Added laser beams that you can crawl under or jump over.
- AI is still lacking and will be the next focus.
- The turrets' pixel arts detail is much higher than other sprites

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Rewrote all IR transformations to be AST transformations instead
+ Made a new, better IR, with blackjack, hookers, etc., after researching SSA instruction set design for about 20 minutes
+ Worked on AST -> IR and IR -> bytecode translation
+ Finally sat down and designed a workable protocol for communication between the scheduler and the rest of the engine so they can coordinate which processes need to be woken up and put to sleep
+ Worked on theme music
+ Wrote a couple of planet descriptions (pic related)
+ Had a LONG discussion about lore with a friend, who decided that the skylark of destruction is his waifu, and subsequently offered to help out with music stuff that I don't know how to do
+ Got new boots and they're COMFY AS FUCK

Subterra

Dev:

Moku

Tools:

Unity, Asesprite

Web:

twitter.com/MokuDev

+ Map generation works
+ Fixed pathfinding
+ Rudimentary enemy spawn system in place
+ Finally figured out how to find corners of wall regions
- Still have to make savepoints/upgrade stations/bosses spawn in map
- Larger game loop is now unclear,I have to figure it out before I hit the nodev wall
- Can't into lights

23/Prometheus

Dev:

GrandFaker

Tools:

GM:S, GIMP, FL Studio

Web:

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

+ Melee attacks can be used in combos
+ Basics of classes system implemented
+ A lot of inventory work
+ Inventory now has options to add item as favorite and remove/delete item
+ Item list shows items icons and currently choosen item preview
+ Some minor updates

Conscription

Dev:

Hamfist

Tools:

Aseprite, Godot

Web:

hamfistedgamedev.blogspot.com

+ Implemented pentagonal tiles (cairo tiling)
+ Camera scrolling and zooming
- Started this game as another attempt to reduce scope to something doable compared to the previous project. My defenses against the nodev in me are weakening

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Finished some basic melee combo
+ Rewritten player turning animation
+ Optimized tile destroying
+ Added flying and shooting enemy
+ Added charging enemy
+ Added jumping leech enemy
+ Fixed ledge grab after wall run
+ Fixed wall breaking and spike damage while holding something/using a shield
- You can now go fast with a melee attack
- Turns out you can launch your grenades with a drill

Spooky Houz

Dev:

Riot

Tools:

Gamemaker

+ Added intelligent pathfinding AI
+ Enemies can hear the player's actions
+ Walls and solid objects dampen sound
+ Player can only see what is in their LOS
+ Inventory working
+ Stackable items working
+ Loot boxes working
+ Enemy vision cones working
+ Player sprinting and stealth mode working
- I need to decide whether gameplay will be procedural or have a static world already

PROJECT MURDER PARTY

Dev:

HueDev

Tools:

Unity

Web:

brazileirobr.itch.io/pmp

+ Made doors that you can open and close
+ You can lock and unlock then with keys
+ You can break doors by shoting or hitting then
+ Made vehicles ( Car, Skate and a Scoote)
+ all vehicles drive with diferent speeds and cause diferent damage when you hit someone
+ Made a HEAD For the players
+ Players take double damage when hit in the head,
+ They can breath in water as long their head is outside,
+ You can cut People Heads using sharp weapons ( Chainssaw, Axe, Sword)
+ Players that are decapitaded lose health slowly, they can heal thenselves to survive longer
+ Finaly Got 1000 Downloads on my game
- Items still dont get destroyed when you drop then
- Still manage to fuck the recap (3 weeks in a row)

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ final floor 4 boss is done! and thusly floor 4 itself!
+ bouncing bullets leave a pleasant lavender trail behind them, also got bullets to change speed over time if needed
+ sword nerf! sword slashes now only destroy small bullets
+ minor graphical change to fire trails
+ several enemies no longer deal contact damage, nerfed bumper hp and did some polishing on a few minibosses (quadcore and funnel)
+ fixed an issue with portals being weird
+ room count on every floor is now 400

[shooty game mcgee]

Dev:

Ninten

Tools:

GMS, photoshop cs6

+ got basic animations working
+ got camera working
+ got 2 weapons going pretty swell
+ got
- no enemies added
- still using prototyping tiles

MoonQuest

Dev:

simpaal

Tools:

Unity, Blender, GraphicsGale

+ basic gamemap controller
+ battle system mostly in place
+ character generation screen
- need enemy AI to make battles playable still
- still shitty placeholder graphics

NipNip

Dev:

Cilerba

Tools:

Unity

Web:

cilerba.tumblr.com
twitter.com/cilerbaa

+ Made significant progress on handling levels
+ Learned Coroutines which helped a ton
+ The usual code cleaning and spaghetti removal
+ Had some help setting up version control so NipNip is now on bitbucket which is cool

You Are (Not) The Hero

Dev:

CuhrayzeeDev

Tools:

Java, LibGDX

Web:

cuhrayzeedev.tumblr.com

+ Started game
+ Added basic movement
+ Added "combat"
+ Created tumblr
- Can't make animations to work
- I probably would make all this shit in 5 min in GM:S

32-Adventure

Dev:

Brainletdev

Tools:

GM:S

+ More rooms
+ More tools
+ Added another dungeon
+ More enemies
- Still not much fun
- Progress is slow

3DS FPS (WIP title)

Dev:

Kada, Theonian

Tools:

Unity, Blender, Gimp

Web:

theonian.tumblr.com

+ new enemy characters
+ texture for new map
+ texture for new character
+ lots of research done on networking for the 3DS and graphics (implementation of vertex colouring)
+ planning

Tribute to the Fallen Nodev

Dev:

floopfloop

Tools:

Rust, OpenGLES2

+ Added transparency to better emotionally communicate the ephemeral nature of agdg progress
+ Ensured stray triangle is still visible to convey the fundamentally broken, but nevertheless beautiful, nature of videogames.

Project Dash

Dev:

TetraLoofuh

Tools:

GM:S, Blender, GIMP

Web:

twitter.com/wild8900

+ story and gameplay design
+ low and high quality point lights
+ video settings menu
+ music design
+ fixed retarded camera collision bug
- burning out

Frost

Dev:

way

Tools:

GMS

Web:

spacedoggames.tumblr.com

+ Added all the icons, weapon equipping, item descriptions, etc, to the UI
- still need to re-add the options menu

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Started working on the demo for demoday
+ Progress is going by very fast now that I have more free time
+ New area is just like how I pictured it in my head
- Been working on some animations for the cutscenes and they are looking pretty bad right now, It'll probably take quite a while before they look any good.

Clarent

Dev:

Arikado, PHI

Tools:

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

Web:

twitter.com/ArikadoDev

+ New movement system (behind the scenes stuff, more flexible and fixes some issues)
+ Slowly working on new player animations
- Movement system changed the speeds of everything so it all needs tweaking
- Not much else

Neon Knights

Dev:

bokchoydev

Tools:

Unity, Pyxel Edit

Web:

bokchoydev.tumblr.com

+ Lot's of random generation for enemies (type, number, level range, patrol path)
+ Started work on some UI for a pop menu to inspect enemies, move to locations, change equipment, etc
- Art is still hard
- Life is still hard

Fungus Amungus

Dev:

Millien

Tools:

Unity/C#

+ Got some temp assets to make my forest area look like a forest
+ Got to utilise the customisation stuff I built into the map generator to make spacing between objects work better
+ Let the camera rotate for better visibility when near objects
+ Added a health bar
+ Did some backend map generation improvements

Ancient Saga

Dev:

Plessy

Tools:

C#/Monogame

Web:

teamessell.tumblr.com

+ Did the last hair sprites needed for the alpha release.
+ Worked on the technique screen.
+ Updated a bunch of my GUI stuff.
- Overall was a lazy shit playing Dark Souls 3. Need to do something about that.

2D Dogfighting

Dev:

Kirk

Tools:

C++, SDL

Web:

twitter.com/kirk_dev

+ Fixed tracking between foreground and background entities
+ Projectiles now properly target entities in other planes
+ Added ships
+ Better entity attachments; cannons on ships, turrets on bombers
+ Better lookup tables
+ Fixed jittery trails

RAD Ross

Dev:

Gnome Made Games

Tools:

GMS

Web:

twitter.com/GnomeMadeGames

+ Started working on the 'shootem up' portion of the game
+ Designed the exterior of the space ship
+ Now with 60fps!

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Added new Rapier combo attack
+ Fixed colliders on the enemies so the Rapier charged attack now hits them
+ Updated plugins used
- Timing on pressing the attack button for the new Rapier combo attack is not easy to do, will need to tweak the animations
- Enemies are still hitting each other
- Bought and played Nioh
- Had to work on my side project, it's what pays the bills so I had to devote time on that too

Tiny Siege

Dev:

Anonymous, Wizard

Tools:

Unity, Photoshop

+ Map generation from scriptableobjects
+ Enemy Waves and enemy pathfinding unique to individual maps
+ Tower placement
- Begun work on level selection and tower shooting AI
- Everything is prototype-level right now, lots of technical debt
- TODO: Prove agdg collabs work

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Made forward slide and both directions of the jump kick frames
+ Adjusted speed of jump kicks
- Might have burnt myself out with art; maybe doing all of the non-attacking frames at once was a bad idea

WIZ MUD

Dev:

Virtual Buddies

Tools:

Unity Blender Photoshop

Web:

twitter.com/wiz_mud

+ networking looking good
+ added new hats, emotes, colors
+ got thing scaling to diff browser sizes
+ links work in chat now
+ - u can walk under the ground
+ - sometimes when u ragdoll u fly 100mph
- sometimes when u ragdoll too far ur character turns invisible

Project M

Dev:

Adam

Tools:

Unity, Blender

Web:

twitter.com/7TowersSoftware

+ reworked the player skeleton from the ground up
+ skirt and shoulder armor now move better and have a lot less clipping
+ additional skeleton mobility makes animating melee easier
+ redesigning how movement is calculated...
+ ...and changing/removing the booster component
+ adding part damage/repair
- todo-list gets bigger and bigger
- enemy pilot ai still not finished
- I'll have to rework a bunch of old but complex scripts

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

+ resolved issues in various UIs throughout the game that were making progress in various places impossible
+ link-up between the adventure component and the ink component is fully up and running now - introduction is now technically completable and Act One's introduction is now introduced
+ portions of dialogue have been polished and extraneous bits have been removed, tightening up a lot of the flow of the introduction
- discovered a major bug in the traversal system; unsure of the root of it still and have yet to resolve it.
- puzzle part of the travel system doesn't feel fun to me anymore. considering scrapping it for some sort of overworld/map travel system - or an actual first person adventure mode ala Betrayal at Krondor
- lost several days of progress while I sought more information on the death of greenlight and the coming of direct

jamos

Dev:

anon

Tools:

c sdl allegro

+ Improved the framerate from 4fps to 13fps by removing an unneeded 136ms function
+ Eliminated per-frame RGB/BGR bitmap format conversion by converting on load.
+ Improved keyboard handling (asynchronously gets the key status such as shift or control keys)
- Sound is choppy.

Locked Masts

Dev:

IceDev

Tools:

Unreal

+ Working on characters. The whole shebang, from model to ingame.
- Breaking through newbie mistakes and figuring out what works is taking a lot of time. Progress is crawling.

Project TUSSLE

Dev:

digiholic

Tools:

Unity, Python

Web:

projecttussle.com

+ Added a Fighter Stat menu, which loads the fighter's definition XML file, and generates a stat polygon, as well as displaying their sprite/model as a trophy.
+ Can now enter a battle from the main menu
- No actual character select screen yet
- Art assets look like hot garbage
- Stat polygon was cool but ultimately took a very long time that could have been spent making the game work

Comfy Kids

Dev:

Prize Box

Tools:

XNA, Visual Studio, MS Paint

- Barely any progress this week due to unforseen circumstances IRL.
- Missed the comfy jam deadline. fuckin rip.
+ ...but I'm still gonna finish the game anyway. I like what I've got so far and I'd like to continue working on it anyway

Untitled Campfire Game

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com

+ Fixed the bad looking line breaking.
+ Reworking background (seamless tiling and layers).
+ Added a couple of new details to some animations.
+ Started working on dynamic-ish shadows for characters and objects.
- Been sick since lastl week, lot of dev time lost.
- Didn't make it in time for comfy jam.

A Smol RPG

Dev:

polisummer

Tools:

Blender, Unity, GIMP, Aseprite

Web:

polisummer.tumblr.com

+ added UI sounds
+ simple quests are working
+ added more animations to the player character
+ saving and loading works now
+ added particle effects to battles
+ """source"""
+ crafting is almost done
+ dialogue system can now have branches
- need some actual music
- couldn't make comfy jam deadline

The Telkari Descent

Dev:

awkgamedev

Tools:

Godot

Web:

awkgamedev.tumblr.com

+ Started project
+ Turn logic done
+ Movement, collision and damage scripts done
+ Turrets and projectiles
- Diagonal collisions are bugged in some situations

Scavenge

Dev:

TastyBacon

Tools:

Unity, Blender, Existencial dread

+ GDD
- Literally nothing else
+ Gonna have a lil' more time this week to actually dev