April 2017 (Week 1)

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Wrote a galaxy map editor with loading, saving, node/edge addition, node deletion, and node repositioning
+ Designed a logic programming language for building timelines so I don't fuck up again with stupid plot holes in the lore
+ Figured out a passable way to represent voyages and messages in the timeline
+ Wrote a parser that successfully reads my test files and dumps the AST
- Haven't figured out how to perform logical predicate unification on mutable state that changes over time
- My map editor doesn't display text yet or allow renaming of map nodes
- The key bindings I picked are really dumb and the interface sucks
- The file format it uses for saving maps is different from what the engine knows how to load

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

- trying to resolve a bug where clients randomly disconnect during the game
- not much progress until I have resolved that

MoGiSho (Moth Girl Shooter)

Dev:

WRIT

Tools:

GM:S 1.4

Web:

thirdkeyofsun.tumblr.com
twitter.com/thirdkeyofsun

+ Finally finished Blue's gameplay and scoring mechanics
+ Increased the damage of Blue's indigo beam by 0.1, the damage of her Tracer Shot lasers by 0.3 and increased the range of her sword slash by 10 pixels for balance purposes
- Got a great idea of how to implement new movement behavior in Blue's sword fragments so will probably spend a few days experimenting with that
- Decreased the ExtraChain gain from Blue's sword slash by 0.2 per collision for balance reasons. Unfortunately this means I have to go back to rebalance and test Lore and Sana's scoring mechanics to compensate
- Considering adding a secondary selection type (simplified) to each of the 3 characters for people who want to play as a character but without their gimmicks. This would increase my scope by about 10%
- Been slowly putting ideas for a side project in a document and the urge to at least give it a week of my time to prototype it is growing steadily

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Added healthbars on enemies.
+ Slowed down the camera speed when tracking targets. It’s now also even slower the more that the target is already near the center of the screen. This is to prevent the camera from swinging around too fast when the player rapidly switches from target to target.

Crawler Crew

Dev:

crawlercrew

Tools:

Unity, C#, Aseprite

Web:

crawlercrew.tumblr.com

+ Level generation code finished for now
+ New Spider Bot enemy
+ Began work on bitmasking
- Spider Bots needs animations

Adveschestri

Dev:

crabowitz

Tools:

GM:S 2

Web:

crabowitz.tumblr.com

+ Basic status condition system
+ Basic trait system
- None of these systems really do anything yet
+ tooltip for enemies
+ upgraded to GM:S 2
- adapting to GM:S 2 workflow

PROJECT MURDER PARTY

Dev:

HueDev

Tools:

Unity

Web:

brazileirobr.itch.io/pmp

+ MADE MODELS FOR ITENS IN GAME( PISTOL, SHOTGUN, MACHINE GUN AND UZI)
+ MADE MODELS FOR HIDE PLACES ( BED, FREEZER, CLOSET, GARBAGE CAN)
+ CHANGED THE CAMERA FOR A TPS VIEW
+ CHANGED THE AIM VIEW TO LOOK AT THE DIRECTION THE RAYCAST OF THE GUN WILL HIT
+ MADE IA BOTS FOR THE GAME
+ BOTS WALK FREELY AND CAN TAKE ITENS
+ BOTS WILL SHOT AT OTHER PLAYER OR BOTS IF THEY HAVE ITENS TO DO SO
+ FIXED THE GRAVITY WHEN PLAYER DIES
+ MADE A WAY TO SPAWN BOTS ON ONLINE GAMES
+ MADE A WAY TO MAKE MORE ITENS SPAWN ON EACH MAP
+ FIXED A LOT OF BUGS
+ BUFFED THE AMOUNT OF STAMINA PLAYERS CAN HAVE

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ New sound effects
+ Updated some visuals in the explosions department
+ Cool particles when teleporting from room to room
+ Work continues on floor 5 boss
+ Theme music for that boss started
+ Constant rebalancing
+ Steampipe has been defeated, we are victorious, the game has been uploaded

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Started working on animations, since Unity's built-in animations aren't enough for the game mechanics.
+ Started working on player props
- Progress is kinda slow since I had a construction project that took me nearly a whole week to complete

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Changed player friction and acceleration
+ Added player brake animation
+ Aiming animations
+ Squat animation
+ Melee spin attack transitions into plunge
+ Improved enemy animation

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Level 1 boss finally starting to get done
+ Added statistic tracking and end level core rank
+ Fixed a bunch of bugs related to score
- Most progress lost due to everyone being sick over the week :/

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Enemy now reacts to successfully blocking a player attack
+ Player now reacts to successfully blocking an enemy attack...if it's aimed at the face.
+ Speaking of which, player now has a more fitting animation that indicates when they're guarding their face.
+ Enemy now has a second attack!
+ New enemy hurtbox types added. Timings of many enemy and player attacks adjusted.
+ More behind-the-scenes groundwork laid for enemy AI.
+ Player now has a 10 frame delay after throwing a punch before they can throw another punch from the same side of their body.
- image_speed keeps finding ways back into my animation code and it's annoying.
- People keep expecting the game to be lewd but I honestly don't know if my current artist is willing to make a porn game or not.

Locked Masts

Dev:

IceDev

Tools:

Unreal

+ More work on the merchant ship
+ Been processing the model into actual functional pieces within the game engine. Still missing a few good parts but it's getting there. Decor will really shape it up.

jamos

Dev:

anon

Tools:

c sdl allegro

+ got a 3meg dos c compiler that runs on win10 (digitalmars)
+ got dos multithreading working (setjump/longjump)
+ got dos graphics working (vga mode 0x13)
+ got keyboard working (conio)
- can't get sound working yet
- haven't got mouse working yet

Ancient Saga

Dev:

Plessy

Tools:

C#/Monogame

Web:

teamessell.tumblr.com

+ More work on the attack system
+ Particle system
+ Fixed the non-working netcode (byte+1 = int, reee)
+ Actually remembered to post on the recap
- Still no artistic integrity

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Got a tablet for making textures
+ Adding sidequests to make up for less areas
- Cutting out some areas from the game since I decided to make real textures for the game.
- Less areas, but areas that are there will look better because of it.
- I'm fairly new to making textures so theres gonna be a learning curve on my work for a bit.

Legacy Code

Dev:

cytoshift

Tools:

GMS, Photoshop

Web:

cytoshift.tumblr.com

+ Player has to collect keys to exit the level
+ Drones have a field of vision and a visualization of it
+ Add cute scanlines to terminal
+ Player persists between level changes
+ Weapon polish and tweaking
+ Work on new rooms
+ Doors work
+ Fix collision edge cases

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Just going to put what I have into early access, h*ck it
+ Got permission to use the name/style of a real hacking tool for an in-game cameo