March 2017 (Week 4)

Cybervania

Dev:

Discmach

Tools:

PS, C2

Web:

dissociativemachine.tumblr.com

+ implementing feedback from demoday
+ working on background art for new areas
- day cannot come soon enough that I hire an artist for this shit.

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

+ More units
+ More skills
+ Animations when damage is dealt
+ About to figure out multiplayer
- Animation events can't be implemented in the way i made the animations
- Dreading the time when I can't postpone making the actual art and music anymore

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ ALL FLOOR 5 ROOMS DONE
+ a thing happens when you finish floor 5
+ final boss, mid-work
+ some item and item pool reworks - rooms can reward 1 hp, small ammo gives money if you hold no weapon
+ game is theoretically playable in TATE mode, also switched windowed mode to borderless
+ bunch of enemies have been nerfed
+ tutorial now supplies you with bombs, acts as a pick-up tutorial too i guess, pickups themselves visibly shatter on room leave
+ large overhaulf of weapon UI, new weapon icons, basic/vulcan no longer share icons, switching weapons notifies you that you salvage the old weapon, which grants health and also debris based on how much ammo was left
+ ammo now displays a line under the number, to imply the total of ammo you currently have
+ bunch of map icons patched up to be less transparent
+ razors and shrapnel made darker to distract less
+ stealth nerfed
+ fixed some of the (now) erroneous of kleines' advices, tweaked a bunch of enemies and fixed some more things

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Made zoomed minimap screen
+ Added blur and glow effects
+ Jumping now pushes down object under you
+ Added arbitrary constraints to physics movement
+ Lasers now shoot out of your visor and have recoil to work like a jetpack
+ Fixed some bugs

MoGiSho (Moth Girl Shooter)

Dev:

WRIT

Tools:

GM:S 1.4

Web:

thirdkeyofsun.tumblr.com
twitter.com/thirdkeyofsun

+ Finished implementing Sana's basic gameplay and Burst mechanics
+ Added Sana to all current stage dialogue switches
+ Redid character select stats to be easier to read and more informative
+ Added 'quality of life' Hitbox always visible option
- Need to adjust powerup/item drops from enemies to be beneficial to Sana
- Help me I am about to add a third (and final) moth to play as for shot type and mechanics/gameplay variety

Infraction

Dev:

infradev

Tools:

C++ / SFML

Web:

foxar.itch.io

+ Life and Sprint warning signs.
+ AI sound detection
+ Sound system
+ Ambience
+ Increased difficulty, Alert Phase length and AI distance for pathfinding.

Project M

Dev:

Adam

Tools:

Unity, Blender

Web:

twitter.com/7TowersSoftware

+ finally have time to work on this again
+ reworked the movement system
+ replaced lots of old shitty code
+ made progress with melee combat
- animating is hard
- have to come up with a coherent melee system

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Made the render system selectively skip layers based on the current scene, so the ship HUD, stars, etc. will no longer appear in VN mode
+ Fleshed out a bunch of lore for different factions and certain planets
+ Wasted some time storyboarding an overly complicated title screen animation that will take ages to make
+ Added several new leitmotifs to the title music just to make absolutely sure that I'm in way over my head with this bullshit
- Remembered that I have no idea what I'm doing

shitgame

Dev:

shitdev

Tools:

GM:S, GIMP

+ The dialogue system is in and working.
+ All kinds of dungeon related stuff (different puzzle blocks, locks, traps etc.) have been added.
+ Could probably build the game world with all the current features.
- Still no idea what, why and where.
- Placeholders, man.

BLOODRUSH

Dev:

Liar-bird

Tools:

GMS

+ Did some sprite work and animation for my beetle jump pads, also made a little introductory level for them
+ Overwrote Gamemaker's view movement code to better work with the screen rotation caused by World-Lines
+ Rewrote some surface drawing stuff to better work with the aforementioned screen rotation
+ Levels now have to be unlocked: game starts with 12 playable, every 4 beaten makes another 4 available.
- No idle animation or sounds for the bugs

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Game starts to take shape
+ Collectibles are halfway done
+ Started working on environment
- Animations are still placeholders

Locked Masts

Dev:

IceDev

Tools:

Unreal

+ Been working on this little beauty. She'll serve as the scaffold for AI trader piracy target development. (East Indiaman Götheborg has been the main reference)
+ Not falling under the same restrictions as the player-built ones, I can allow myself a lot more freedom in how I model AI ships. It's gonna give them a more unique look.
+ A bunch of ship props.
- Have to shift to school projects this week.

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Level 1 non boss sections done
+ 2nd miniboss complete sans a couple bullet sprites
+ New music and sfx
+ Hid a special challenge for pro players in the demo
- Level 1 end boss is more complicated than expected
- overall kind of a slow week

Neon Knights

Dev:

bokchoydev

Tools:

Unity, Pyxel Edit

Web:

bokchoydev.tumblr.com

+ Planning out what I actually want these systems to look like
+ A few more spells and items to play around with
- No idea what I'm doing
- School/Work has been a real struggle this week.
- Feels like actual progress is stagnating due to lack of direction

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ I’ve put in a chat system, an energy/money/health system, a knockback/damage system for when enemies hit you, an ability switch system, and a camera system. Ready to start finishing the tutorial level.
- Wasted a weekend trying out a new mechanic that didn't work out at all.

Dregs

Dev:

Fleech

Tools:

unity

Web:

twitter.com/fleech_dev

+ tightened up the movement and balance systems
- still have to rework the sword combat

PROJECT MURDER PARTY

Dev:

HueDev

Tools:

Unity

Web:

brazileirobr.itch.io/pmp

+ 5 New hats (round hat,Hard constuction hat, Cap, Party hat, Fez)
+ 2 New items (blood pack and bandages)
+ Fixed a shit ton of bugs
+ fixed the coliders in some maps
+ Managed to make the first build of the game whitout any errors or frame rate problems

3DS FPS (WIP title)

Dev:

Kada, Theonian

Tools:

Unity, Blender, Gimp

Web:

theonian.tumblr.com

+ Support for multi-seat vehicles added (working online)
+ Auto port forwarding
+ Many bugs fixed
+ Made a new enemy
+ Made a vehicle
+ More work done on city assets
+ New textures

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ First super ability implemented
+ Proper animation system ported to player
+ Super bar works and displays properly now
- Waiting on art to continue making progress on some fronts
- AI work needs to be done before future super ability progress can be made.
- I've got a lot of animation work and sprite-cleaning to do for the player now...

3D FPS - Casual Milsim

Dev:

a Nigga

Tools:

Blender, UE4

+ Switching from Unity to UE4
+ Gained new Blender tools to speed up hardsurface modelling
+ Gained new Blender tools to speed up retopology
+ Gained new blender tools to speed up sculpting
+ Scar high poly (100k) is 80% done
+ Developing Casual milsim
- No longer developing tactical shooter

Monospaced Lovers

Dev:

Scarlet String Studios

Tools:

Unity, GIMP, Inkscape, Krita, Audacity

Web:

twitter.com/scarlet_string

+ Fixed save/load bugs
+ Game now works at any window size (auto letterboxing)
- Thought really hard about a title

jamos

Dev:

anon

Tools:

c sdl allegro

- Some guy said "i can't get the program to run"
- not all computers can run programs built in msvc 2015
+ Figured out how to install Visual Studio 6 on windows 10
- Modern cmake does not support Visual Studio 6 anymore
+ Ported my cmake script down from 3.2 to 2.8
- There were 1000+ errors building my code on Visual Studio 6
+ Now there are only 175 left plus it still works in MSVC 2015 perfectly
+ When I finally fix them all the exe will be very compatible on all systems

Legacy Code

Dev:

cytoshift

Tools:

GMS, Photoshop

Web:

cytoshift.tumblr.com

+ Pausing
+ More console commands
+ Tutorial progress with art
+ Rebindable controls
+ Save controls
+ Gamepad support
- ds_map, ds_list, json, and arrays are terrible

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ no apparent big bugs standing in the way of making content
+ refactored game ssh client and chatroom
+ got an enthusiastic tweet
- forsaken by motavio
- recapanon, my March 2017 week 3 entry somehow HACK the F.B.L. can you fix pls?

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Modeled up a keycard reader unit
+ Updated blender export script to include doors and card readers

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Changed layout of Graphics Settings screen so more of the game can be seen when toggling graphical effects.
+ Added V-sync, framerate cap, and texture quality in the settings.
+ Switched to using Unity's Post-Processing Stack fullscreen effects, which looks better and is faster.
+ Fixed lots of bugs with switching screen resolution.
- The bug with monitor switching was in Unity itself. As a workaround, I switched to using Borderless FullScreen Window instead. Exclusive FullScreen is disabled for now.

Degenerogue

Tools:

PixiJS

+ Drew more characters.
+ Started working on level loader.

A Smol RPG

Dev:

polisummer

Tools:

Blender, Unity, GIMP, Aseprite

Web:

polisummer.tumblr.com

+ added an x to indicate item counts
+ working on descriptions on hover for items
+ added another weapon
+ redoing magic effects
+ reducing screens needed to click through in battle

WIZ MUD

Dev:

Virtual Buddies

Tools:

Unity Blender Photoshop

Web:

twitter.com/wiz_mud

+ Added customization UI
+ progress on expanding main zone
+ fish now stick to lure
+ better login screen
+ - finally adding sum gameplay