March 2017 (Week 1)

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ The script interpreter no longer has to live in a dedicated interpreter thread
+ VN content now has its own gameplay scene, and the engine automatically switches from scene to scene when VN scripts begin or end
+ The first scene when you start the game runs a tutorial script instead of dropping you straight into spaceflight mode
+ Fixed the ship spawner (the VN stuff broke it) and made it modular enough to work on both NPC and player ships
+ Planets, stations, etc. are spawned once and stick around for as long as the game runs
+ Text printed from a script is displayed on screen
+ Scripts printing text will wait for player confirmation before resuming execution
+ The input system now works transparently with VN scenes and sends confirmation tokens back to the interpreter
- No support yet for VN background images
- No word wrap yet
- Paragraphs are printed instantly instead of one character at a time
- There's some lock contention that reduces the framerate to about 300 FPS on my laptop from 2009

Conscription

Dev:

Hamfist

Tools:

Aseprite, Godot

Web:

hamfistedgamedev.blogspot.com

+ Small UI reworks
- RL ground progress to an almost complete halt
- Mind is clouded with refactoring lots of stuff instead of implementing new and necessary features

A Smol RPG

Dev:

polisummer

Tools:

Blender, Unity, GIMP, Aseprite

Web:

polisummer.tumblr.com

+ cloned DQ8 battle menus
+ first dungeon floor finished
+ visible equipment now
+ added more enemies
+ status effects are working
+ DD13 build just about ready
- still fighting with cutscene cameras

3DS FPS (WIP title)

Dev:

Kada, Theonian

Tools:

Unity, Blender, Gimp

Web:

theonian.tumblr.com

+ Pickups
+ Client side weapon fire + projectiles
+ Sfx on events and music
+ Menu backgrounds + animations
+ Menu companion character
+ Touchscreen background + animations
+ HUD icons
+ Testing glowmap for pulsating neon light animation

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Exterior graphics done-ish
+ Pattern for the rest of the level in progress
+ New backing mechanics, like variable respawn and game over/continue
+ Fixed bugs related to scenery and indestructible objects
+ ALL enemies now flash on hit
+ New composer
- Programing still way ahead of the art
- Sitting out of DD13 to get the entire first level done for 14

Neon Knights

Dev:

bokchoydev

Tools:

Unity, Pyxel Edit

Web:

bokchoydev.tumblr.com

+ Class/Race Selection has more info
+ Made a dev item so i stop dying to slimes
+ Groundwork for buffs and debuffs laid
- No demo because life is suffering
- The code is a mess

23/Prometheus

Dev:

GrandFaker

Tools:

GM:S, GIMP, FL Studio

Web:

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

+ Added options to turn screnshake on/off
+ Added sliding mechanic
+ Minor visual updates
+ Reworked scaling (now you can choose between window mode + zoom/stretched fullscreen/fullscreen with blackbars, but if you have screen with 16:9 ratio, both fullscreens options will look pixel perfect good and without black bars)
+ Game works now even if you don't have shaders compatibility
+ Now there are a lot less objects in game (so we have smoother gameplay)
- But that made me do "loading screen"
+ Good thing that on newer maps loading will be much faster than it is now (now it's not long, so I guess it's ok)
- There are a lot of sprites that won't be remade in new artstyle before DD13

MoGiSho (Moth Girl Shooter)

Dev:

WRIT

Tools:

GM:S 1.4

Web:

thirdkeyofsun.tumblr.com
twitter.com/thirdkeyofsun

+ Spirit Coin system implemented for progression
+ Keyboard support and partial keyboard rebind in
+ Lots of menus added (sound/video/save data)
+ Shrine Offering Shop for upgrades implemented
+ Limited Archives section implemented for future VN story segments
+ Limited Extras section added for future boss art/story/stage information and scores
+ Minor art touch-ups
+ Will be ready for Demo Day 13
- Had to disable directional pad support temporarily because of unknown bug
- Verse 02 progress still on hold until everything for DD13 is finished

PROJECT MURDER PARTY

Dev:

HueDev

Tools:

Unity

Web:

brazileirobr.itch.io/pmp

+ optimized the mansion map a little more
+ made 3 new itens (Hookshot, gift Box, Pan lid)
+ 2 new perks (Santa Claus, Hero of courage)
+ fixed the boomerang not working online
+ finaly tested my game online
+ made a breath effect when the player is cold

Untitled Cabal Shooter

Dev:

Anon

Tools:

GMS

+ Set-up essential player mechanics (movement, shooting, dodging, bombs)
+ Various enemy attack pattern scripts
+ First miniboss
+ Animation controls for player and enemies
+ Weapon pickups, loss state, enemy spawns for first level
+ Rudimentary main menu, keyboard and gamepad controls, view scaling
+ Fairly ready for DD13.
- Everything is circles and boxes.

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ finally added the shrine!
+ a couple more enemies and hazards, plus almost all the remaining floor 5 assets
+ first floor 5 miniboss started
+ swarmhosts behave completely differently from before
+ crawlers dont walk over gaps anymore, but also aren't as prone to suicidally crashing into walls
+ couple new lightning sfx
+ item text re-scrolling and weird pop-up item text artifacts fixed
+ smoother and more hilariously jiggy daemon arms
+ icicles (and wires) now interact with moving blocks
+ added hardmode behavior to a bunch more enemies
+ "chaos mode" started
+ laser can have the phase keyword now
+ rewrote a bunch of damage code for weapons, making for more balanced dps across all keywords, especially triple and burst
+ autobomb nerfed
+ teleporting cancels your charge
+ special room objects are now automaticaly shaded based on floor, texture space saved, plus might be handy later
+ switchblocks turn off on room clear and pose less threat to enemies
+ recolored most elemental mage enemies to make them more distinct from each other
+ sword unnerfed a bit, can swat all but largest bullets out of the air
+ 200 more rooms on floor 5, up to 270
+ way too many small fixes and tiny polishes in face of the demo day, see you on wednesday!

Infraction

Dev:

infradev

Tools:

C++ / SFML

Web:

foxar.itch.io

+ Added a new bossfight.
+ Started forming the demo for DD13.
+ Severely optimized the game.
+ Changed fonts.
+ Fixed an ungodly ammount of bugs.
+ Added a Game Over screen.
+ Added a Controls Main Menu screen.
- Removed crawling from the demo due to bugs.

WIZ MUD

Dev:

Virtual Buddies

Tools:

Unity Blender Photoshop

Web:

twitter.com/wiz_mud

+ Added login screen
+ Got fishing protoype kidna working
+ Made new zone
+ Working on customization UI
- Bugs

Slimepix

Dev:

Marmot

Tools:

Unity, GraphicsGale

+ Attack1
+ Tutorial talk

The Telkari Descent

Dev:

awkgamedev

Tools:

Godot

Web:

awkgamedev.tumblr.com

+ Lasers
+ Mirrors
+ Improved a bunch of engine stuff
- Broke storages
- DD13 demo most likely won't even have a win condition, I hope you enjoy playing with lasers

Vampire's Bit

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com
twitter.com/jcsvampire

+ Back on this after procrastinating a lot.
+ Small tweaks to the tripping-obstacles.
+ Started reworking HUD (again) to accomodate power ups.
- Started reworking HUD again.
- Will split my time between this and the campfire game.

Unnamed RPG

Dev:

Kirk

Tools:

C++

Web:

twitter.com/kirk_wald

+ Battle UI lets player select party members, use skills, and move on the grid. Move effects call stub functions but don't do anything else and don't target anything yet
+ Battles now separated into player turns and enemy turns. Enemies don't have AI yet though
+ Doors between areas
+ Better cliffs, tiles
+ Might be ready for DD
- Probably won't be ready for DD

RAD Ross

Dev:

Gnome Made Games

Tools:

GMS

Web:

twitter.com/GnomeMadeGames

+ Title screen & options menu
+ Exploding barrels
+ Switches for puzzles
+ DD13 demo worked on, almost there.

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Rockets are fully working
+ Cleaned up blast damage calculations and decoupled blast push force from damage dealt
+ Placed rocket launcher in the level for demo day
+ Rocket Launcher has an alt-fire that shoots grenades
+ Rockets and grenades have smoke trails
+ Got a windows exe build together with Launch4j. Finally!

Fungus Amungus

Dev:

Millien

Tools:

Unity/C#

+ Fixed my enemy placement system with some placeholder enemies until I finish the last two models
+ Designed the first boss battle
- Still haven't done the enemy rework required to implement the boss battle
- Not gonna make DD13

NipNip

Dev:

Cilerba

Tools:

Unity

Web:

cilerba.tumblr.com
twitter.com/cilerbaa

+ Now 100% pixel perfect
+ Parallaxing bg's work
+ Resolution errors fixed
+ Misc bug fixes
+ Tutorial level/level 1 finished
- Zelda happened
- Then Zelda happened
- And some more Zelda happened

Jinzo

Dev:

nurikabe

Tools:

Unity, Tiled, SAI

Web:

nurikabe.itch.io

+ redid some portraits and enemy graphics
+ created some new tiles
+ probably did some code changes but i cant remember
- broke all the old demos by adding new tiles because of the way tiled indexes maps
- made 16p tileset and not sure if i should switch to it or stay on 24p
- tried out a visual bt scripting sytem but bt sucks for level scripts compared to fsm

Unnamed Pixel Platformer

Dev:

Anonymous

Tools:

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

+ Added a new plant-type enemy
+ Support for tiling background images
+ Worked on a new level
+ Made changes to the camera to get rid of strict position locking, not sure if this is an improvement however
+ Added look up/down back to the game
- Need to actually draw some backgrounds now

Heavy Frame AEGEUS

Dev:

Axlebox

Tools:

GM:S

+ Managed to get module inventory work properly
+ working on portraits for textboxes
- art takes too much time

Ancient Saga

Dev:

Plessy

Tools:

C#/Monogame

Web:

teamessell.tumblr.com

+ Finished the first armor set for both genders.
+ Implemented dynamic texture loading and recoloring for entities.
+ Made texture loading asynchronous.
+ Started on rotating attack animations.
- No artistic integrity.

Project M

Dev:

Adam

Tools:

Unity, Blender

Web:

twitter.com/7TowersSoftware

+ 2 armor sets for the new skeleton half done
+ started working on melee combat
- thanks to real life won't make it to DD13
- todo list just keeps getting bigger and bigger

jamos

Dev:

anon

Tools:

c sdl allegro

+ fixed signed / unsigned conversion in audio mixer
+ added bass boost to audio output
+ also adding low pass filter for cool
- 3d compositor effects kept always crashing, no 3d for dd13

Unobserved

Dev:

Sellis

Tools:

UE4, Gimp, Hammer

Web:

nora-sellisa.tumblr.com

+ You can now stab your enemies
+ You can pick up items
- Won't make it for demo day beacuse uni

Locked Masts

Dev:

IceDev

Tools:

Unreal

+ Working on AI now, ship and characters. Quirks to work around but it's getting there. Got it sailing between waypoints so good so far.

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Added scan visor
+ Added defensive armor upgrade
+ Added sound cannon
+ Added stasis emitter
+ Added magnetic spear
+ Added laser beam
+ Exoskeleton affects melee damage
+ Changed camera
+ Added health and ammo drops

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Got control settings screen working nicely
- Default Unity UI's Dropdown box was lacking functionality so I had to take time to create a custom dropdown box widget