March 2017 (Week 3)

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

+ Made (shitty) art and animation for the units
+ Made most of the UI
+ Game is finally playable
- I keep finding new bugs every time I play
- Everything is a placeholder for everything

NipNip

Dev:

Cilerba

Tools:

Unity

Web:

cilerba.tumblr.com
twitter.com/cilerbaa

+ Designed Lava environment
+ Fixed lotsa bugs
+ Rewrote saving/loading system
+ This meant that I had to redo level management
- Spent the entire weekend doing it and didn't finish until Sunday at 8 PM

Crawler Crew

Dev:

crawlercrew

Tools:

Unity, C#, Aseprite

Web:

crawlercrew.tumblr.com

+ New Sand and Jungle sprites
+ Added shell-eject animation
+ Added multiple level generator object support
- Progress is slow.

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ second Floor 5 Miniboss (Idol) is done
+ also Ghost Tubes & Bane Engines
+ added 3 more backgrounds for floor 5
+ reworked the way enemy explosions & friendly fire among enemies work
+ touched up the hitboxes of several minibosses to remove a few weird collision cases
+ haunted blocks stop firing in cleared rooms
+ new track that currently plays when a boss is defeated, though I have a better place for it
+ revolver now plays a reload cue
+ up to 400 rooms, started work on some special floor 5 stuff
+ plus a bunch of minor fixes

Maid Game

Dev:

Anon

Tools:

C++

Web:

hexundev.tumblr.com

+ Vertex shader particles
+ Automatic shader reloading
+ Textured ground
+ Mesh shattering shader
+ Breakable objects
+ Items
+ Projectiles
+ Added bloom

MoGiSho (Moth Girl Shooter)

Dev:

WRIT

Tools:

GM:S 1.4

Web:

thirdkeyofsun.tumblr.com
twitter.com/thirdkeyofsun

+ Finished Burst system overhaul
+ Started implementation of second character
+ Fixed a handful of minor issues among the mountain of feedback still to be addressed.
+ Some anon likes Archivist Chloe
- Had to re-balance Burst regeneration three times to get it right
- Have to do a ton of art (probably entire intro stage)

House Keeper

Dev:

Shotgun Anaconda

Tools:

Clickteam Fusion 2.5

Web:

twitter.com/ShotgunAnaconda

+ Camera lerp
+ Pathfinding
+ AI adjustments
+ New third enemy, shotgunner
+ gameplay balance tweaks post demo day

Neon Knights

Dev:

bokchoydev

Tools:

Unity, Pyxel Edit

Web:

bokchoydev.tumblr.com

+ Hotbar basically works now
+ Framework for buying and selling items is in
- The code is a mess
- I didn't think I would make it this far and really don't know what I want the finished product to look like

The Telkari Descent

Dev:

awkgamedev

Tools:

Godot

Web:

awkgamedev.tumblr.com

+ Units have a "building" state before they are fully functional
+ Camera controls with zooming and panning
+ Multiplayer
+ Fog of war

shitgame

Dev:

shitdev

Tools:

GM:S, GIMP

+ All basic stuff seems to be in place.
- Need to figure out an easy-to-maintain dialogue system.
- Need to figure out what, why and where.
- Prolly should begin to replace placeholders.

jamos

Dev:

anon

Tools:

c sdl allegro

+ Fixed 3 different memory leaks
- Spent 2 days trying to make paint attack but couldn't fix issues
+ Have fixed some file loading / saving
+ Have allowed user to browse to the install dir if it cannot be found manually
+ Have fixed issue in SDL sound init / shutdown
+ Have added sprite sheet support

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ New UI stuff, including title screen level title cards and 'Continue?' screen
+ More art and patterns for later level 1
+ Buncha bug fixing
+ Added options for background dimming, screenshake and drawing the hitbox in various colors
+ Added how to play sequence
+ Original music for level 1

Mech game

Dev:

idk

Tools:

GM:S, GIMP

+ Ships are given random names on creation
+ Bases can be captured and resupplied at and generate income
+ Each army can field more ships if they have enough $$$
+ Ships can use supplies to heal/rebuild mecha
+ Camera now divides focus between the player, the cursor, and the nearest threat, if close enough
+ Reworked code to enable slo-mo effects. It's buggy
+ bunch of other bugfixes and meta changes I dont remember
- AI can't properly defend their bases yet, sometimes fly in circles in battle
+ Experimenting with new explosion FX/ bullet glow
- Need to do UI stuff soon
- Not sure on how I want to execute on a few things

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Working on how the player gets affected during attacks and knockbacks
+ Made an ability select system
- Ive become addicted to french vanilla coffee

PROJECT MURDER PARTY

Dev:

HueDev

Tools:

Unity

Web:

brazileirobr.itch.io/pmp

+ Made 2 new maps (Battlefield and Mall)
+ Remade the Mansion map from zero
+ fixed some bugs
+ Added Hats to the game
+ hats protect you from headshots
+ Made new item ( Scissors)

3DS FPS (WIP title)

Dev:

Kada, Theonian

Tools:

Unity, Blender, Gimp

Web:

theonian.tumblr.com

+ modular building assets for the city scene
+ Network character hit, deaths, scores, end game
+ In Game score menu
+ Weapon select menu/screen, click or touch to select weapon
+ Atomic item pickups
+ Host item respawns
+ Hover Vehicle
+ Atomic access for vehicle seats
+ Network vehicle updates
+ Network change weapons
+ Random character spawns

3D FPS

Dev:

A nigga

Tools:

Unity, Blender, Adobe Creative Suite

+ Modeled some generic sleeves
+ Using makehuman hands
+ animated 500shotgun
+ updated coding for shotgun routine

City Night

Dev:

xian

Tools:

lots

Web:

progress.christianbaum.com

+ Added ports: Dreamcast, Mac OS X, Web
+ Added workarounds for SDL_Mixer MOD looping
+ Refactored build process
+ Fixed most if not all memory errors
+ Added more music
+ Worked on game design doc
- No real gameplay additions

Unobserved

Dev:

Sellis

Tools:

UE4, Gimp, Hammer

Web:

nora-sellisa.tumblr.com

+ generalised the player - world interaction system. It should make all other interactions easy to implement
- not much more done this week.

Locked Masts

Dev:

IceDev

Tools:

Unreal

+ Still on the AI and modelling enemy ships

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 elements and art to spruce things up
+ New fonts to similarly spruce stuff up
+ Updated dependent packages to their present version, fixing some conflicts between them along the way
+ Act 2 is 1/3 finished
- Revising the introduction due to feedback concerning the plot's flow and character dynamics
- Still no new music tracks from my musician 6 weeks in now

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Figured out the problems with an asset I bought were bugs, not my ineptitude
- Still want to use it but feeling less good now knowing how flimsy it is
+ Tryna do more social media/devlogs in the future

Vampire's Bit

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com
twitter.com/jcsvampire

+ Polished new HUD layout. Still unfiinished though.
+ Testing a couple of new background tiles.
- Tempted to rework the day/night cycle effect again.
- RIP old HDD. Lost some time thanks to that.

Monospaced Lovers

Dev:

Scarlet String Studios

Tools:

Unity, GIMP, Inkscape, Krita, Audacity

Web:

twitter.com/scarlet_string

+ Figuring out how to force letterboxing so that enabling draggable window won't break the game
+ Cleaned up save/load code and added placeholder loading screen
- Watched random GDC videos
- Ultimately still confused at Unity's canvas scaling

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Created Graphics settings screen which changes screen resolution, toggles fullscreen/window mode, toggles graphical effects, etc.
- Changing screen resolution is still buggy, doesn't move to chosen monitor (on multiple monitor setup)

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Got enemies moving again, I was accidentally clearing their move direction
+ If you shoot an enemy or run away after being spotted, they will frantically search around to find you again
+ Enemies can now spot you from much further away

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Skinned and tweaked boss animation
+ Refactored code to make later changes easier
+ Added interface for easy object management
+ Started making enemies for faster and engaging combat
+ Made a blog

Heavy Frame AEGEUS

Dev:

Axlebox

Tools:

GM:S

+ new interior tiles
+ new pilot animations
+ new enemy sprites