February 2017 (Week 4)

Fungus Amungus

Dev:

Millien

Tools:

Unity/C#

+ Made a fox model for my basic "chase player" enemy
+ Made a beehive model for my basic "shoot at player" enemy
+ Fiddled with enemy projectile mechanics to make it more thematically appropriate
+ Refactored my enemy placement system in map generation
- Enemy type system is probably going to require a total overhaul

Hemoglobin

Dev:

Jasozz

Tools:

GM:S, ASEPRITE, Photoshop

Web:

jasozz.tumblr.com

+ Inventory system working
+ Some story stuff figured out
- Interview for job soon, less time for dev maybe

WOLVES

Dev:

W

Tools:

unity, blender

+ just starting

Jinzo

Dev:

nurikabe

Tools:

Unity, Tiled, SAI

Web:

nurikabe.itch.io

+ 8 direction shooting
+ combat shield
+ armor destruction improved
+ pause/equipment menu
+ swappable player weapon graphic
+ parallax and sprite tiling shaders
+ new enemy with rotating shields
+ grounded soldier enemy with 8 direction shooting
+ updated graphics of several more enemies
+ more things i cant remember
- broke jetpack soldiers who now appear as a limbless player character
- 2d physics engine keeps flipping out ragdolls
- engine broke all my fonts suddenly (again)

Waves of Vapor

Dev:

MelonoDev

Tools:

GM, PT-SAI

Web:

melonodev.tumblr.com

+ Made some vaporwavy music
+ Made an enemy sprite (whooo one whole image!)
- Having problems uploading the music to tumblr
- Not sure if the music's any good

MoonQuest

Dev:

simpaal

Tools:

Unity, Blender, GraphicsGale

+ all game states implemented
+ battle system fixed and runnable
+ did basic menus and little bit of GUI
+ saving and loading to disk
- still no enemy AI
- need to start making visual and game content badly

Heavy Frame AEGEUS

Dev:

Axlebox

Tools:

GM:S

+ pilot can climb ladders and shoot from them
+ new modules (equippables for mecha)
+ working on base tiles.
+ added some background effects
+ working on HUD now
+ new sound effects
- UI still somewhat unfinished

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Implemented process spawning, sleep/wakeup, text IO, and about 70% of the message passing subsystem
+ Wrote some demo scripts and set up a (kind of shitty) harness to use them as integration tests
+ Embedded the interpreter in a simple command line interface and fucked around running scripts in text-only mode
+ Embedded the interpreter in my actual engine and wrote a state machine to manage the compilation pipeline
+ Wrote a parser for a lightweight markup language I can hook into at runtime, and added highlighting support to my Vim plugin
+ Fleshed out some storyline treatments and stitched a couple random scenes together into a crude demo reel
- Tracking which scripts I need to load is a pain in the ass and adding this to the asset loader is not fun
- The scene manager doesn't know about the interpreter yet so it doesn't actually run any scripts when you play the game
- Markup tags don't do anything yet
- I had a shitton of work stuff to do, and also wasted about a day on an unrelated side project, so progress was a little slow this week

tanks

Dev:

anon

Tools:

Unity

+ tank controls
+ levels gen randomly
+ fix'd annoying texture bleeding bug
- probably first & last recap i'll be in for a long while

jamos

Dev:

anon

Tools:

c sdl allegro

+ added gsm codec support for audio samples
+ have a big idea but not sure if I can get it done
- put swear words into my source code

Unnamed Pixel Platformer

Dev:

Anonymous

Tools:

C++, Code::Blocks, SDL2, Aseprite, Tiled

+ Started working on the game again after a long break
+ Added a fade out/in transition between game state switches
+ Gave snakes a basic attack to make them more threatening
+ Rebalanced attacks a bit, made roll bounce off enemies instead of passing through
- Still short on time for dev

When It Hits the Fan

Dev:

@Trueyomic

Tools:

Java + libgdx

Web:

heartfeltgames.org/when-it-hits-the-fan

+ Added Devil, Alien hulk, lava spitter, red imp, blue alien, black robot, flamethrower turret,
+ changed tank boss behaviors for more challenge and more bullets
- attempted to add shadows but it looked ugly

unnamedbullethell

Tools:

UE4, GIMP, Blender

+ made an flexible function that moves a pawn across multiple points on the map
+ player can now score points
+ set the camera to orthographic to make everything clearer
- still no art
- still no actual gameplay
- busy

Unnamed RPG

Dev:

Kirk

Tools:

C++

Web:

twitter.com/kirk_wald

+ Tile map with elevation, player's movements constrained by cliffs
+ Free movement outside of combat
+ Laid the groundwork for tile-based tactical combat
+ Player can freely swap between travel and combat modes
+ Collision detection for NPCs and environment
+ Decent character sprites

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ another shop type and yet another room type sprited and spawnable, but not functional yet
+ 5 new enemy types and several new bullets
+ resprited all the 2-damage bullets
+ bombing briefly disrupts lightning and lasers like it does bullets
+ moveblocks generate rails
+ item prices have a visual effect for when you cant buy them
+ behemoth fight no longer throws boxes at you
+ begun some major texture optimizazions, saved 300x2320px worth of texture space sofar
+ bunch of minor fixes and additions(hp item theme, new gigalaser sfx, etc.), found some p. major bugs w. room switching that need fixin'

MoGiSho (Moth Girl Shooter)

Dev:

WRIT

Tools:

GM:S 1.4

Web:

thirdkeyofsun.tumblr.com
twitter.com/thirdkeyofsun

+ Most of the work finished on stage 02 mid boss
+ Added fragment system for story/replayability
+ Added keyboard support finally
+ Most of the menu work is done now
+ Retouching up all of the art for DD13
- Had to put stage 02 on hold in order to get the game in a presentable state for DD13
- Still need to add rebinding to keyboard

Conscription

Dev:

Hamfist

Tools:

Aseprite, Godot

Web:

hamfistedgamedev.blogspot.com

+ Externalised data for constructs to load them on map-load
+ Redid GUI layout to accomodate need for more space
+ Overview for tile's production implemented
+ Rebuilt in-game clock from turn-based with speed-controls to regular ready-state turn-based
- Production overview was immediately redone due to zero extendability
- Production overview v2 looks super neat, but eats too much performance to be viable
- Production overview currently underflows in unknown regularity

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

+ Added on to the art in the introduction
+ New music added to the game's title screen and to the surface world
+ Outlining Act 1 has begun
+ Added dialog between Iyu and Wu's Mother when Wu is returned
+ Added a few scenes
+ Adjusted where the narration/hint/lore dialogs go. Might revisit this later if I can figure out how to get the popup to not go outside the bounds of the screen.
+ Made the inventory rollover less dev-art
- The new art pieces call in to question some of the already typed up introduction. May need to rewrite/remove parts to fit it.

GUNCAT

Dev:

pikopik, Weaver

Tools:

unity

Web:

twitter.com/_pikopik
twitter.com/Weaver_Dev

+ 3/4 prototype guns implemented
+ vfx out the wazoo, doing sfx
+ new enemy controller is working?? almost!!!
- almost
+ almost!!!
+ we got fanart, ty fanart guy

Project Dash

Dev:

TetraLoofuh

Tools:

GM:S, Blender, GIMP

Web:

twitter.com/wild8900

+ static environment lighting
+ .obj vertex color output/input
+ made a gothlolita loli
- static lighting doesn't illuminate entities yet
- psx shader is weird with UVs

WIZ MUD

Dev:

Virtual Buddies

Tools:

Unity Blender Photoshop

Web:

twitter.com/wiz_mud

+ refactored som stuff
+ made progress on fishing
+ fixed ragdoll disappearing
+ - gotta fix html injecting soon even tho it rules : (

Infraction

Dev:

infradev

Tools:

C++ / SFML

Web:

foxar.itch.io

+ Added multiple maps
+ Fixed few npc vision bugs and other minor bugs.
- Need to design a boss battle.
- Need more sprites.
- Need audio (sounds and music).
- ...

Unobserved

Dev:

Sellis

Tools:

UE4, Gimp, Hammer

Web:

nora-sellisa.tumblr.com

+ Came up with new idea
+ Implemented time-stopping mechanics
- Dropped Neon Mandrill. Will come back one day.

Neon Knights

Dev:

bokchoydev

Tools:

Unity, Pyxel Edit

Web:

bokchoydev.tumblr.com

+ Class/Race Selection
+ A few more items
+ A few more monster types
- Pathfinding need better optimization
- The code is a mess

3DS FPS (WIP title)

Dev:

Kada, Theonian

Tools:

Unity, Blender, Gimp

Web:

theonian.tumblr.com

+ Animated mechanical environment textures
+ Weapon textures
+ Horn Wurm character
+ More work on sound/music libraries
+ Configure and connect host + many clients
+ Multiplayer Lobbies
+ Character customization menus
+ Reliable UDP communication (for cross platform)
+ Multithread netcode architected/implemented

You Are (Not) The Hero

Dev:

CuhrayzeeDev

Tools:

Java, LibGDX

Web:

cuhrayzeedev.tumblr.com

+ Added some animations
+ Made movement smoother
+ Added collisions
+ Made some shitty concept art
- Can't detect collision actors
- Missed last recap
- Haven't made progress in a week and want to kill myself

ProtoCorgi

Dev:

Hearto

Tools:

Godot, GDScript, Aseprite

Web:

kemonogames.com

+ All usable bombs finished
+ LUT based color grading effect for jackpot
+ Added transition shader based in greyscale maps
+ Killed speed power up
+ Added a hold button for speed change
+ Now Player drop all power ups when is killed
+ Hidden fruits appears from a hidden chest now
+ Greatly increased the value of change the side of Animal Spirit (aka force) by limiting the back angle of orbit from options (from 180 to 135 degress), and all power ups change side when animal spirit is attached
+ Many Bugfixes and QoL changes. So the player should be in beta
- Too much progress, I should sleep more

Locked Masts

Dev:

IceDev

Tools:

Unreal

+ Still figuring out animation. Going alright.
- Need to work on other stuff.

NipNip

Dev:

Cilerba

Tools:

Unity

Web:

cilerba.tumblr.com
twitter.com/cilerbaa

+ Made more progress on first level
+ Added in a few more obstacles/blocks
+ Got background parallax working
+ Improved player movement
+ Added in a new enemy

PROJECT MURDER PARTY

Dev:

HueDev

Tools:

Unity

Web:

brazileirobr.itch.io/pmp

+ OPTIMIZED THE GAME
- still runs like shit, less shit but still shit
+ MADE PLAYER SKINS
+ MADE PLAYER HEADS, HEAD DESIGN SHOWS UP IN THE HUD
+ MADE MAP SYSTEM THAT WORKS FINALY
+ MADE 2 NEW MAPS ( 4 IN TOTAL { MANSION, LAKE , DESERT AND CORNFIELD})
+ HIDEABLE OBJECTS HAVE A SMOKE TO SHOW ITS BROKEN
+ NEW ITEM - SMOKE SCREEN TO FAKE BROKEN HIDEABLE OBJECTS
+ FIX THE FPS CAMERA FUCKING THE WHOLE GAME
+ REMADE THE ENTIRE PERKS SYSTEM SO IT DOESNT GIVE THE SAME PERK TWICE
- fucked the perk system so item pekrs spawned 5 times the same item
+ FIXED THE PERK ITEM SPAWN SYSTEM
+ HOSTED THE GAME IN 2 NEW SITES

City Night

Dev:

xian

Tools:

lots

Web:

progress.christianbaum.com

+ Programmed in inventory
+ Refactored actor code to be more modular
+ Added ability to light paper on fire
- Behind on demoday goals

Ancient Saga

Dev:

Plessy

Tools:

C#/Monogame

Web:

teamessell.tumblr.com

+ Finished that damn technique screen.
+ Attacks planning.
+ Finished the male novice armor set.
+ Finished 3 out of 4 pieces of the female novice armor set.

RAD Ross

Dev:

Gnome Made Games

Tools:

GMS

Web:

twitter.com/GnomeMadeGames

+ Did some polishing for the homing bullets so they no longer look like homing turds.
+ They also angle with their direction better.
+ Written some ideas down including designs for the space ships exterior.
+ Added a new shop
- Need to 'tweet' more & add some things to website

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Cleaned up projectiles code a bit, about half as many lines now
+ Working on actual rocket projectile, should finish today
+ Quit my second job to get more dev time

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ settings now get saved to user's My Documents folder
+ some settings now working, including mouse sensitivity
+ some GUI skins like the slider and checkbox, are now in Unity and working
- spent too much time on the look for the scrollbar
- procrastinating

Slimepix

Dev:

Marmot

Tools:

Unity, GraphicsGale

+ Speech
+ Enemy moves

A Smol RPG

Dev:

polisummer

Tools:

Blender, Unity, GIMP, Aseprite

Web:

polisummer.tumblr.com

+ added more music
+ halfway done with first dungeon
+ something like a bestiary is in the game now
+ enemies now roam instead of random battles, like DQ8
- facing poverty

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ redid Google sheets
+ making greenlight video until the last possible second
+ redid how webpages load, much easier to drop pages in

Arborgore

Dev:

polisummer

Tools:

Unity, Aseprite

Web:

polisummer.itch.io/arborgore

+ got new background music
+ have actual movement and attacking animations for character
+ added more voice quips
+ making executables for demo day
+ improved level generation