March 2017 (Week 5)

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Added pvp
+ Animated head
+ Added basic arm animation
+ Better woosh for melee attacks
+ Better controller sensitivity
+ Camera can focus on multiple objects
- Removed pvp

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Added brightness adjustment slider in the Graphics Settings screen
+ Added "Revert to saved" and "Reset to defaults" buttons in the Graphics Settings screen for canceling changes
+ Fixed a bug where the dropdown box would show the choices above even if there's enough space below
+ Added weapon "swoosh" trail effects

Waves of Vapor

Dev:

MelonoDev

Tools:

GM, PT-SAI

Web:

melonodev.tumblr.com

+ Made a very basic programmed concept of a boss
+ More music done and implemented some of it
+ Lotsa enemy sprites made
+ Score gives lives every 500 points
+ SFX in place
- Not 100% sure about the SFX
- Not sure what my background should be

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ gamepad rebinding is in!
+ turns out the mouse aim in current demo is SSSSSLIGHTLY off, fixed that alongside fully functional TATE
+ new teleportation effect
+ a few new explosion effects for smaller enemies & cleaning up some shooting effects for clearer combat
+ more results for weapon caches
+ bunch of nerfs & boss pepping
+ a horrible laglaser combo is now mutex

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Progress on the level 1 boss
+ Balancing to the 2nd miniboss and the preceding level parts
+ Bug fixing
- skeletal animation is the worst
- boss is gonna need a lot of juice
- also kind of a slow week

Neon Knights

Dev:

bokchoydev

Tools:

Unity, Pyxel Edit

Web:

bokchoydev.tumblr.com

+ Clean up some issues with the hotbar
+ Items can be picked up off the ground
+ Started working on filling out the AI functionality (Factions and interactions)
+ Framework for quests
+ Shitty UI for displaying quest progress
- Only one type of quest right now (kill x amount of monster y)
- Never enough time in the day

MoGiSho (Moth Girl Shooter)

Dev:

WRIT

Tools:

GM:S 1.4

Web:

thirdkeyofsun.tumblr.com
twitter.com/thirdkeyofsun

+ Almost done with Blue's base mechanics
+ Finished Blue's idle flight animation
- Still need to implement Blue's Dust mechanics and I am second guessing her original design for that
- Blue's options are stutter-stopping when moving so I will need to implement some kind of easing or rethink their follow code
- Tried a new sprite for an enemy's attack pattern and it was poorly received so reverting it to orbs for now

The Telkari Descent

Dev:

awkgamedev

Tools:

Godot

Web:

awkgamedev.tumblr.com

+ Slightly better name
+ Switched from GM to Godot
+ Custom cursor and locked the mouse inside the window
- Still learning the engine so there's nothing else to show

Project M

Dev:

Adam

Tools:

Unity, Blender

Web:

twitter.com/7TowersSoftware

+ got better at making Particle Systems
+ got better at animating
+ melee system coming along nicely
- melee system will still take some time to finish
- had to increase the length of the limbs and now have to adjust the already finished models

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

- not much progress this week
+ multiplayer implemented, working on matchmaking
- need to make some human-friendly menus

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ SO MUCH PROGRESS
+ Background scroll fully implemented.
+ Enemy now has a KO state.
+ Health and power bars scroll smoothly now and boxers steal small amounts of stamina from each other on hit.
+ Placeholders created for a number of enemy states.
+ Many bugs quashed. Animation system now fully liberated from the tyranny of image_speed. Can now work on implementing things like hitstun!
- Next on the list: making the enemy actually be able to get up after being KO'd, give it logic, and to make the player stand idle and wait for the animations to play out. Then I get to work out doing it all again for when the player's KO'd.
- Still waiting on lots of art to work on some enemy states. Still gotta clean up a lotta art too...
- Gotta port over the rest of the player movekit to new animation system.No less than 8 states that I have to re-time and re-hitbox.
- I forgot to include an image for this the first time around this week FFFFFF

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Finally textured keycard reader
- Binging on another Morrowind playthrough so progress is thin on the ground

Unobserved

Dev:

Sellis

Tools:

UE4, Gimp, Hammer

Web:

nora-sellisa.tumblr.com

+ Added ragdolls
+ Added death by enemies
+ Added dash ability
+ Added stamina for dashing and stabbing
- My own creation became too hard for me

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Working on environment
+ Loop de loop working
+ Made a tileset
- New tileset somewhat broke the level mechanics because tiles are all different sizes and I have to position them differently.

Locked Masts

Dev:

IceDev

Tools:

Unreal

+ Small touches on the merchant ship
- Schoolwork swallowed most of the week as I expected.

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Wrote a fuckhuge timeline that comes out to seven pages JUST for the backstory of one character and some of the planets she visits
+ Named a bunch of planets that didn't have names yet and estimated their relative positions on the galaxy map
+ Came up with what seems like a really solid approach to queueing up one-shot bits of content that will seamlessly extend to all the different kinds of scripts that need to run
- Actually making that work will be a giant pain in the ass
- I left important planets out of the timeline just because there's a bunch and I forgot about some of them

jamos

Dev:

anon

Tools:

c sdl allegro

+ added opensimplex noise as agdg thread said it was better than perlin noise
+ fixed some more vs6 compile errors and removed optimised double bit twiddling code that was causing the compiler to crash during optimized builds, replaced it with standard libc functions

Legacy Code

Dev:

cytoshift

Tools:

GMS, Photoshop

Web:

cytoshift.tumblr.com

+ Tutorial fleshed out
+ Different types of chests can spawn
+ Chests can drop random loot (just hp for now)
+ Polish bullets
+ New particles
+ Buildings have glass all over