February 2017 (Week 3)

Fungus Amungus

Dev:

Millien

Tools:

Unity/C#

+ Added a ton of camera controls
+ Added block types for the map generator (walls, standalone objects etc.) to give it some life
+ Added a few new temp models for the map
+ Added noise to scale/position/rotation to map objects to make it less grid-like
- Failed to successfully retexture the player model

Slimepix

Dev:

Marmot

Tools:

Unity, GraphicsGale

+ Better Jump
+ Remade player code
+ An enemy

Heavy Frame AEGEUS

Dev:

Axlebox

Tools:

GM:S

+ first recap!
+ new UI (almost done)
+ added missile launcher and lightning gun
+ new effects (bullet impact, missile trail etc)
+ slightly better walking animation for mecha

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Shotgun now has an explosive alternate fire
+ Made a Rocket Launcher model (currently just shoots the shotgun alt-fire)

PROJECT MURDER PARTY

Dev:

HueDev

Tools:

Unity

Web:

brazileirobr.itch.io/pmp

+ Made one new item :GraplingHook
+ Changed all the ladders to a infinite sprite
+ Made 9 new Perks
+ Made 1 new chest item
+ Put a CLANG sound on the Dragon Sword
+ Managed to take out 210 of the 750 Rigidbodies in the scene
- there are still over 500 rigidbodies in the map
+ Made Destructable Terrain
+ Hide some skeletons and some chests under the map, to be found destroying the terrain
+ Changed the Perk spawn system so it doesnt give the same perk again
- Perks item spawn is kinda broken right now
+ Found why the map change system was not working

MoGiSho (Moth Girl Shooter)

Dev:

WRIT

Tools:

GM:S 1.4

Web:

thirdkeyofsun.tumblr.com
twitter.com/thirdkeyofsun

+ Massive general art update
+ Finished stage 1 boss AI
+ Started reworking stage 1 enemy art
+ Stage 2 up to mid boss complete
+ Stage 2 mid boss AI started
+ Designed and implemented second player character on select screen.
+ Started making rudimentary shmup SFX
- No music
- Need proper menus but doing my best to avoid for now
- Cannot actually use second character yet
- Sleeping 3 hours a night and drinking a lot of hot green/black tea and coffee to keep me going...

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Tweaked Rapier combo attack animations, feels better now
+ Got hit pushback working again
+ Enemies don't hit each other anymore
+ Fixed lots of other small bugs
+ Started working on the GUI skin
- Can't burn my dread

Conscription

Dev:

Hamfist

Tools:

Aseprite, Godot

Web:

hamfistedgamedev.blogspot.com

+ Clock added, basic turn order established
+ Different terrain types, currently determining which cells can be connected
+ Tiles have owners, borders exist between tiles that have different owners
+ Overlays for grid, links, and territory borders can be toggled
+ Tiles can be selected and inspected in the tile inspector

Jinzo

Dev:

nurikabe

Tools:

Unity, Tiled, SAI

Web:

nurikabe.itch.io

+ faster workflow for testing out different native resolutions
+ made one single tile
- sorry

Armor Kings

Dev:

Oakleaff

Tools:

GM:S

Web:

oakleaff.tumblr.com

+ First recap!
+ Game is basically functional
+ 3 selectable player tanks
+ 9 enemy tank types with somewhat challenging AI
+ Levels have walls that can be shot over and destructable walls
+ Somewhat logical level progression
- No sound or music yet
- Lacks content, such as powerups

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Added relations between enemies for advanced AI
+ Added leeches hanging from ceiling
+ Fixed barrier by sorting contacts
+ Smoothed out jump height control
+ Parametrized filter shader for prototyping
+ Added some bloom

Yet Another Monstergirl Platformer

Dev:

jalm

Tools:

GM:S

Web:

jalmsays.tumblr.com

+ first recap
+ Did a melee weapon, the Cards. Melee attacks don't use mana and are good at knocking enemies around into traps or each other.
+ Thinking about making it possible to "capture" monsters by knocking them into certain traps, but that seems like it would make level design annoying.
- hitting multiple enemies with a single pushback attack sometimes causes them to hit each other instantly, so then they don't go flying at all.
- keep forgetting to fix grass

MoonQuest

Dev:

simpaal

Tools:

Unity, Blender, GraphicsGale

+ character movement and camera
+ added event system
+ added framework for classes and skills
+ added framework for items
- battle system got borked as a result of changes to the event system

Neon Knights

Dev:

bokchoydev

Tools:

Unity, Pyxel Edit

Web:

bokchoydev.tumblr.com

+ Lot's of UI work
+ Inspect Panel Implemented
+ New Healing Spell
- Pretty sure I broke the npc stat system
- Lot's of refactoring to do after all the UI work

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

+ Act 1 Bridge in and working
+ Polished common UI components and broadened the type of tags the middleware supports
+ Produced some more ambient sounds for the game.
- Might scrap parts of the introduction's puzzle and CYOA section if I feel like they're overly burdensome/boring/grating to the plot.
- Spent a lot of time trying to find the best way to handle various threads in the intro's CYOA section which wound up being mostly wasted time.

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ new pickups: damage+, damage++, power bomb laser, power bomb frost
+ three new shop types: big, hp and gamble, price formula has been reworked so you're actually strapped for cash now, unless you're like, an immaculate god player
+ on that account, debris multiplier drops by 1.0 instead of 0.5 per hit now and is not prevented by autobomb
+ deeply reworked the way backgrounds are handled for optimized texture page and less headache once we got to boss rushes
+ floor 5 has been started! large number of assets have already been sprited
+ scripts have had the shit reorganized out of them
+ minibosses drop 1hp instead of 2hp now
+ oops bomb shader was bugged, unbugged it
+ flipped hp/maxhp orientation, map hud now also displays your current damage ratio
+ added a new cool shot type (laser spears(?))
+ added three new mage enemies and spiced up the existing ones a bit, also added a skully variety firing aforementioned lasers
+ implemented a particle soft/hard cap system that should significantly improve performance in certain situations, blood particles now no longer travel through walls
+ improved several aspects of the tutorial: a bomb tooltip, different forcefield effect and teleport tooltip only showing up AFTER you blow up the generator
+ upgrade menu correctly makes sounds when using a mouse, also fixed general upgrade menu clickability imprecision
+ moveblocks stop for a few frames every time they hit an obstacle, so it feels like there's some weight behind them
+ bunch of other changes too minor to mention

unnamedbullethell

Tools:

UE4, GIMP, Blender

+ Not giving up
+ Might have fixed the worst framerate issues
+ Game is in a playable state
- No art direction
- Next to no gameplay
- No HUD

Ancient Saga

Dev:

Plessy

Tools:

C#/Monogame

Web:

teamessell.tumblr.com

+ Arted the first armor piece, Novice Goggles.
+ Worked more on that damn technique screen.
- Still working on that damn technique screen.

23/Prometheus

Dev:

GrandFaker

Tools:

GM:S, GIMP, FL Studio

Web:

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

+ Inventory system finished at last
+ That means that items can be equipped, thay grant stats etc.
+ That also means that now I can post in thread again, because posting inventory updates didn't seemed like
+ Added autosaving
+ As always, fixed some bugs
+ Updated character collision
+ Added cast speed and attack speed stats

3DS FPS (WIP title)

Dev:

Kada, Theonian

Tools:

Unity, Blender, Gimp

Web:

theonian.tumblr.com

+ New enemy designs
+ New enemy animations
+ New textures
+ Made a sound library of unlicensed music and effects
+ Placed order for New 3DS for testing
+ Programmed general functionality, setting up everything systematically
+ Made detail plan for what will be programmed the next three weeks

Infraction

Dev:

infradev

Tools:

C++ / SFML

Web:

foxar.itch.io

+ Added an FPS counter.
+ Optimized AI search to reduce FPS drops when detected.
+ Added ai_searchnode which will function as guides for the guards, helping them pick a location to look for the player
+ Added crawling
+ Added diagonal movement.
- Evasion phase is bugged, has to be repaired.
- ...

ProtoCorgi

Dev:

Hearto

Tools:

Godot, GDScript, Aseprite

Web:

kemonogames.com

+ Start the transition to new art style
+ Red bomb powerup
+ Blue bomb powerup
- Put a minus symbol because I can

Project Dash

Dev:

TetraLoofuh

Tools:

GM:S, Blender, GIMP

Web:

twitter.com/wild8900

+ chests just werk now
+ better model lighting
+ no more ugly vertex lighting on entities
+ optional vertex snapping shader
- still working on affine texture mapping
- gotta add color support to entity shader
- still jobless and broke

Project M

Dev:

Adam

Tools:

Unity, Blender

Web:

twitter.com/7TowersSoftware

+ made improvements to the new rig
+ melee animation coming along nicely
+ refactored some old code
- not a whole lot of progress this week
- reworking the rig causes a fuckton of extra work

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Taking a break to work on a super tightly focused, scripted hacking adventure
+ Picked up nifty character portraits for cheap
+ Characters and story done, just have to script it
- Greenlight closing down, gotta gofast to get the project in

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Rewrote the interpreter as a register machine
+ Wrote a pretty-printer to disassemble the bytecode output
+ Implemented the scheduler and got it to launch and run some code
+ Improved the AST transformations
+ Finished implementing AST -> IR translation
+ Finished implementing IR -> bytecode translation
+ Rewrote my README example to actually show some features of the language
- I wrote a register allocator and it's probably the worst one ever

RAD Ross

Dev:

Gnome Made Games

Tools:

GMS

Web:

twitter.com/GnomeMadeGames

+ Fixed an animation glitch that was 'bugging' me
+ Some level editing for the space shootem up levels
+ Made a 'to do' list
+ Some polishing to levels
+ Background editing

City Night

Dev:

xian

Tools:

lots

Web:

progress.christianbaum.com

+ Added global game states
+ Mapped out the shape of the first level
+ Refactored much of the code
- Directionless; have no plan
- Don't know how to make it fun

Tiny Siege

Dev:

Anonymous, Wizard

Tools:

Unity, Photoshop

+ Improved codebase significantly
+ Rudimentary tower AI, different types of bullets
+ Eemies take damage, die
- Begun work on UI placeholders
- Unity UI is IDK WTF is goin on

jamos

Dev:

anon

Tools:

c sdl allegro

+ Added syntax error message so I can fix my scripts easier
- Old car died (1994 Ford Fiesta)
+ Got a new car (GM Spark, white paint)
+ Refactored some of the code
+ Have a good idea and registered domain name for it
- Made a HTML5 game launcher thingo with save files (agdgminicollab.neocities.org)

Clarent

Dev:

Arikado, PHI

Tools:

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

Web:

twitter.com/ArikadoDev

+ Animations
+ Started considering thinking about planning some things
- Literally never getting done at this pace

Locked Masts

Dev:

IceDev

Tools:

Unreal

Reworked the player island a bit. Larger now, more room for expansion. Thinking it more like the Heroes of MM cities.
+ Working on the characters still, trying to put what I learned together.
+ Scientist developed a bit, made him a tesla gun for stunning and vaporizing if you're determined enough.
- Main screen and backup failed. Down to a hilariously small screen I found in storage.

BLOODRUSH

Dev:

Liar-bird

Tools:

GMS

+ Created some basic assets for acts two and three (most ground tiles)
+ Got real time reflections working for any surface angle
+ Made the player's scarf all dynamic and flowy and nice looking
+ Started work on a few super simple starter levels to ease players into things
+ Posted on /aggydaggy/ for the first time in about a year

Subterra

Dev:

Moku

Tools:

Unity, Asesprite

Web:

twitter.com/MokuDev

+ Map generation is only missing decorations now
+ Almost at the point were content is all that I need to do
+ Some times I can't tell if my game is boring
- I will probably have to "take inspiration" from other games for enemies because it's hard
- I hope I don't make another big sudden change again
- Thinking a lot about the next game already

The Telkari Descent

Dev:

awkgamedev

Tools:

Godot

Web:

awkgamedev.tumblr.com

+ Building UI
+ Building range limit
+ Turret rotation
+ Resource generation
+ Resource storage
+ Turrets need resources to fire
+ Collisions should work correctly in any situation now
+ Bunch of bug fixes
- Transmission lines don't do anything yet

A Smol RPG

Dev:

polisummer

Tools:

Blender, Unity, GIMP, Aseprite

Web:

polisummer.tumblr.com

+ alchemy system works now
+ made more models for dungeon level
+ got another font
- university is taking a lot of time

Scavenge

Dev:

TastyBacon

Tools:

Unity, Blender, Existencial dread

+ Designed a dialogue system
+ Had solid idea for a few items
- Wasted time on other stuff