March 2017 (Week 2)

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Input for multiple choice menus is now set up
+ Text areas pre-wrap their content and then print it incrementally (no jumping words!)
+ Page breaks are inserted automatically before menus and when the text area overflows
+ You can land on planets/stations if they specify a script to run
+ Rewrote the startup tutorial to be more useful and explain stuff better
+ My DD13 showing was actually halfway decent and got way more attention than I expected and great feedback from a bunch of people
+ VN text areas auto-resize to fit on screen
+ Windowed mode, framerate caps, and custom window sizes are now supported and the user can control these with a config file
+ Implemented a radar/minimap widget with multiple blip sizes for ships, stations, and planets
- There's currently no persistent state across scene invocations, so I can't yet have different content for different visits to the same place
- The interpreter still doesn't know how to specify background images
- I haven't made a page break indicator yet
- Certain kinds of entities are drawn in scenes where they shouldn't appear

A Smol RPG

Dev:

polisummer

Tools:

Blender, Unity, GIMP, Aseprite

Web:

polisummer.tumblr.com

+ fixed a movement bug where the player would slide after moving for a while
+ hotfix [Cancel] button for the status menu softlock
+ got my desktop back, improving the dungeon
+ working on a better camera

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Grenades make a cool little bouncing noise
+ Rocket pickups (individual rockets and 5-packs)
+ Rocket Launcher discarding mag
+ Fixed a bug where your death scream would repeat when hit again while dead (thanks dissonancedev!)
+ "Press Space" prompts no longer accept just any input
+ Keycards can now be picked up and are displayed on the HUD
+ Windows build of demo now bundled with OpenJDK JRE

Nebulous (working title)

Dev:

nebulous

Tools:

Love2D, Tiled

+ Playable in multiplayer
+ Works on Windows now (and Linux)
+ Music
+ Almost fun
- Connecting to a server requires the player to edit the source code of their own game

Infraction

Dev:

infradev

Tools:

C++ / SFML

Web:

foxar.itch.io

+ Merged the demo branch of the project with the main one.
+ Fixed Main Menu issues and controls to not be so bad.
- Failing my math classes.

Untitled Cabal Shooter

Dev:

Anon

Tools:

GMS

+ Got some good feedback from Demo Day
+ Settled on a general theme
+ Started producing sprites for player character
- Art to-do list is longer than I thought it'd be

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ first floor 5 miniboss added
+ rad sword slashes
+ crawlers can walk over gaps again, wasnt intended but works fine
+ cryomancers immune to icicles in a very special way
+ alttab mute is instant and doesnt (kind of) fuck up anymore
+ max ammo doesnt reduce your current ammo if its above the max ammo cap anymore
+ polished up a bunch of minor things (fireghosts, explosions, several miniboss deaths, etc)
+ final big enemy sprited

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Added back quick thrusts to the rapier attack combo
+ Fixed bugs where damaging couldn't occur if the attack animation's length is too short
+ Updated video card drivers which got rid of this nasty bug that made the whole laptop hang when I'm working in Unity
- Preparing, uploading, and sharing downloadable demo ate up time
- Had a terrible headache

3DS FPS (WIP title)

Dev:

Kada, Theonian

Tools:

Unity, Blender, Gimp

Web:

theonian.tumblr.com

+ new alien character
+ new robot girl character
+ new monster guts character
+ new spider drone character (two paint jobs)
+ new container (open and closed version)
+ Pickups more generalized
+ Added weapon/projectile dictionary that is easy to extend
+ Added a HUD that updates weapon image, health and ammo, other stuff is stubbed out for later
+ Firing weapons works in multiplayer, all characters can see weapon fire, client reports hits to the host, and host updates the official game state
+ Host keeping score and reporting official health and scores for each player
+ Adding a class that checks for win conditions or time out
+ Ending a game and returning to lobby

Neon Knights

Dev:

bokchoydev

Tools:

Unity, Pyxel Edit

Web:

bokchoydev.tumblr.com

+ Field of View/Line of Sight fully implemented
+ Pathfinding Optimized
+ Buff/Debuff system flushed out
- Didn't think I would make it this far, not sure what to do next

MoGiSho (Moth Girl Shooter)

Dev:

WRIT

Tools:

GM:S 1.4

Web:

thirdkeyofsun.tumblr.com
twitter.com/thirdkeyofsun

+ Was able to make it for Demo Day 13
+ Fixed keyboard and dpad movement issues
+ Corrected a previously unknown keyboard rebind bug
+ Got more downloads than expected and with it enough feedback to make a big to-do list. Hoping to get more feedback as the week continues
- Hardly anyone used the max upgrade options I left in the Shrine. I will have to make them activated by default for next demo
- Completely reworking the major scoring mechanic to be more accessible to casual/beginner players who otherwise would never get the chance to use it
- Need to make important controls more visible and encourage their use without alienating/offending core genre players
- Got more downloads than expected and with it enough feedback to make a big to-do list. This will take some time...

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

+ New UI additions and fixes to the CYOA sections
+ Altered the UI for whenever your interact with objects/etc. to conform more to a VN standard.
+ Sketched out and am now modeling Shrine-related areas in Act 1
+ Lots of polish tweaks thanks to feedback from DD13 folks! (Thanks all y'all! A new build's up for those who want to see those tweaks over on itch)
+ Updated my script to handle the new versions of Adventure Creator, DSforU, and Ink.
- Some new bugs discovered in the menus and such, needs fixed
- First line of CYOA text is enormous due to not being adjusted properly to screen size. Still don't have a fix for this -- presently am just spitting out an empty line of text to adjust for it.

Waves of Vapor

Dev:

MelonoDev

Tools:

GM, PT-SAI

Web:

melonodev.tumblr.com

+ Made a song better
+ Know how to proceed with other songs
+ Put enemies spawning to the rythm of the finished song
+ Made a title screen
- Enemies spawning isn't completely in synch with song yet
- Title screen doesn't actually fit into the view
- Still gotta make more enemy sprites
- Have been ill, and still am -_-

Project TUSSLE

Dev:

digiholic

Tools:

Unity, Python

Web:

projecttussle.com

+ Fighters can now be loaded 100% dynamically. No unity required.
+ Old Python version can now export Unity formatted fighters
+ Added new stage: Volcano
+ Perspective camera now follows fighters properly

Good Night, Knight

Dev:

Knightdev

Tools:

GM:S, Aseprite

Web:

knightdev.tumblr.com

+ Equipment experience system
+ Sleep menu experience animations
+ Overburdened-related checks and system
+ Objects interaction
+ Outline color changing shader for interactive objects
+ Equipment storage box

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ More level
+ seamless transitions between backgrounds
+ re-worked the laser powerup
+ added context sensitive sound effects
+ miniboss 2 semi complete
+ miscellaneous fixes to enemies
- attempts at uncapping framerate went horribly wrong
- art's still slow

Dregs

Dev:

Fleech

Tools:

unity

Web:

twitter.com/fleech_dev

+ still tightening up the movement
- falling behind schedule with the sword combat

GUNCAT

Dev:

pikopik, Weaver

Tools:

unity

Web:

twitter.com/_pikopik
twitter.com/Weaver_Dev

+ demo day happened!!
+ ++ got an almost overwhelming amount of feedback. ty
- figuring out the rest of the art style will take a while
+ off to a good start though

The Telkari Descent

Dev:

awkgamedev

Tools:

Godot

Web:

awkgamedev.tumblr.com

+ Switched to 32x32 sprites
+ Delta timing
+ Nifty little animation system for custom animation speeds that are kept in sync with each other
+ Fixed a lot of bugs related to energy packets and made them SMARTER, they should be sentient by the time I finish this game
+ More cute little debug functions
- I really need a better game name

Tuneism

Dev:

Chuunidev

Tools:

Godot, GIMP

+ Created new data structures for buffering elements to dump on the field
+ Designed the format I will use to represent and serialize charts
+ Created a test of the format and data structures that generates a random series of thing and short notes
+ Implemented reasonable handling of notes that have overlapping hitboxes

Unobserved

Dev:

Sellis

Tools:

UE4, Gimp, Hammer

Web:

nora-sellisa.tumblr.com

+ made a converter from VMF to OBJ
+ started blocking out the mansion the game will take place in, came up with new ideas
- still no gameplay progress
- constantly tired

Unnamed RPG

Dev:

Kirk

Tools:

C++

Web:

twitter.com/kirk_wald

+ Feedback text for actions, showing who attacked whom and for how much damage
+ Basic enemy AI that attacks the closest enemy with its first attack
+ Working on walking animations

Frost

Dev:

way

Tools:

GMS

Web:

spacedoggames.tumblr.com

+ dd13 demo
+ finished adding almost all of the menus
+ NPCS have an icon when they have things to say
- holy shit so many bugs

jamos

Dev:

anon

Tools:

c sdl allegro

+ input grabbing / ungrabbing with hotkey
+ escape menu
+ improved performance issue
+ text outliner for putting black borders around white text
- voted worst shit of dd13
+ lua readnumber terminal echoing bug improved slightly

Whimp the Bold

Dev:

AttaBoy

Tools:

GM:S, Aseprite

Web:

twitter.com/AttaBoyGames
attaboydev.tumblr.com

+ Made a small demo
+ Got through feedback for half the games
- immeditaely vacationing after Demo Day
- probably won't have time to get through feedback for the other half before its too long since Demo Day

City Night

Dev:

xian

Tools:

lots

Web:

progress.christianbaum.com

+ added snow animation
+ added an idle animation
+ great feedback from demoday, feel much more determined
- writing a game design doc and can't commit to a major plan
- lots of bugs

Locked Masts

Dev:

IceDev

Tools:

Unreal

+ Moved a few things up from prototype stages.
+ Currently working crew AI. Pretty fun to see the guys running around picking up boxes.

Fungus Amungus

Dev:

Millien

Tools:

Unity/C#

- Accidentally broke a ton of stuff
+ Fixed a ton of stuff
+ Can now actually load/reload the map to reset everything

RAD Ross

Dev:

Gnome Made Games

Tools:

GMS

Web:

twitter.com/GnomeMadeGames

+ Made Demo Day 13
+ Started fixing some control bugs
+ Adding some much needed juice
- Considering dropping game but recycling code to revive an older project.

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Got a jump animation in
+ Learning about Arrays
+ Learned an easy way to swap out main players visual armor
- Getting big headaches all day long from looking at the computer screen too much. Even had something called an "ocular migraine" which wasn't fun at all. Going to have to start limiting myself, maybe take a 30 min break from the screen every hour.

Jinzo

Dev:

nurikabe

Tools:

Unity, Tiled, SAI

Web:

nurikabe.itch.io

+ DD13 released.
- Returned to the industry. Will keep working on this project with spare time, but won't visit the thread often.

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Added rocket launcher
+ Added boomerang
+ Buffed flamethrower and freezing
+ You can freeze water to create drift ice
+ Added upgrade for movement on zipline
+ Fixed light rendering

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Got a new asset called FlowCanvas for scenario scripting, seems like it'll work
- Might have to find a new living situation in the coming months