April 2017 (Week 2)

jamos

Dev:

anon

Tools:

c sdl allegro

+ spent today refactoring some more engine code
+ spent today also learning about steamworks sdk from the documentation
- all improvements are in back end refactoring that is still not finished since last recap

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

+ Solved most connection problems
+ AI now can choose what units to spawn
+ Fun to watch AI fight against itself

Woe (working title)

Dev:

anon

Tools:

GMS, Aseprite

+ Started the project in GMS
+ Set up basic player movement and graphics
- Very poor coding skills, working at snail pace

House Keeper

Dev:

Shotgun Anaconda

Tools:

Clickteam Fusion 2.5

Web:

twitter.com/ShotgunAnaconda

+ New office tiles
+ New shotgun enemy that chases you, different shooting patterns depending on slowmo or not
+ Tweaked slow-mo and movement AGAIN
+ Added loot drops, currently only money
+ Changed hud
- Started on a level generator, can do nodes and layout but cant really figure out how to make it build the world
- Really need to do menus...

MoGiSho (Moth Girl Shooter)

Dev:

WRIT

Tools:

GM:S 1.4

Web:

thirdkeyofsun.tumblr.com
twitter.com/thirdkeyofsun

+ Buffed Lore to be less punishing to play
+ Intro stage backgrounds being redrawn from scratch
- Intro stage backgrounds being redrawn from scratch (will modify where possible to lessen work thanks to anon's suggestion but this is still taking large amounts of time away from implementing stuff for DD14)

Adveschestri

Dev:

crabowitz

Tools:

GM:S 2

Web:

crabowitz.tumblr.com

+ dumb attack animations
+ modular PCs
+ saving and loading from any point of gameplay
- memory leak(s) somewhere

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ made us a website team-d13.com/monolith/, imma real webdesigner now, ma.
+ gui displays full score in the map screen, along with the timer
+ fireballs with overheat should be stronger now, rehauled a bunch of code for very slight fps gain
+ hermits should be easier to hit now
+ new&beefy boss explosions
+ three new keywords, and a very related item spawn fix
+ final boss does some cool stuff now, getting close to finishing it
+ fixed a thing that gave all objects that left bounds a ghost mask
- mouselock was a mistake

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Added new Behaviour Tree decorator nodes, mostly for enemy AI.
+ Fixed a few bugs with Behaviour Tree traversal code.
- Experiments with the enemy AI is buggy right now. Will continue next weekend.
- Attended a wake last weekend.

Neon Knights

Dev:

bokchoydev

Tools:

Unity, Pyxel Edit

Web:

bokchoydev.tumblr.com

+ Cleaned Up Some
- No new features implemented this week
- More complicated AI is causing massive issues for me
- Finals this week and next

Autumn's Gesture

Dev:

quasiberry

Tools:

UE4/Maya/Zbrush

Web:

quasiberry.tumblr.com

+ added a lightning whip for grabbing walls
+ added one way platforms
+ started blocking in design for early levels

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Finally finishing up stage 1 boss
+ Loads of bug fixing
+ Some refactoring too
+ Slightly less eye-killing bg's
+ Once this guy's done the demo content will be basically complete (or is that a -?)
- Fixing bugs is boring

Locked Masts

Dev:

IceDev

Tools:

Unreal

+ Minor touchups.
- Swamped with work! Fuckall will be happening this week. Then the delicious dev life of a NEET.
- Zelda: BOTW

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Made numerous minor improvements to the map editor UI
+ Started working on a font atlas layout tool
+ Fleshed out many details about cultures and religions of different planets
+ Threw together placeholder assets to tide me over until I get real character art
+ Modified some of my test scenes to try out sprite and BG support

PROJECT MURDER PARTY

Dev:

HueDev

Tools:

Unity

Web:

brazileirobr.itch.io/pmp

+ made a shit ton of models (Axe,Hatchet,Knife,RPG,GrenadeLauncher,GranadeLaucherproject, boomerang, bottle, wine, fakeblood, healthpack, extinguisher, flare gun, granade, book, dynamite, cartoon bomb, ninja bomb, apple, banana ,capsule ,chocolate bar, candy, potion(multiple itens), claymore,juice cup , rock and the BFR)
+ fixed my paypal acount for those sweet sales i've never going to get
- this week was the worse week for downloads i've ever had

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Sliding gains momentum from slopes
+ Added dynamic sounds for hollow walls
+ Added pickup that makes dashing longer
+ Slowdown on landing now depends on falling speed
+ Improved dashing usability
+ Removed limits from wall jumping
+ Parametrized example enemy aggression
+ Added cave tile destruction animation

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ The robot can now shoot.
+ Made a rocket-powered zipline but still have to rig it. The concept is similar to the loop de loop.
+ Made a test build for UWP, everything is working so far. I want the game to be available on Xbox One as well.
- I still have to get an Xbox One to actually test it out.

Whimp the Bold

Dev:

AttaBoy

Tools:

GM:S, Aseprite

Web:

twitter.com/AttaBoyGames
attaboydev.tumblr.com

+ Added a landing squish for juice
+ ROCKS
+ Solid bout of idea guying and planning bosses/characters
- Haven't been working much on this, been focusing on getting better at pixel art in general and have been practicing a shit ton

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ New artist, although no new sprites to replace the old ones done yet.
+ Enemy now has rudimentary AI so it no longer needs its attacks to be manually triggered. The AI's actions are also semi-randomized.
+ The floor of the fighting arena is now rendered in a mode-7 like psuedo-3D effect to make it easy to change or modify. I plan on also rendering the arena's ropes and cornerposts in a similar way when I get a chance.
+ As a result of the above, it no longer looks like the furries are fighting in a Red Robin diner.
- Old artist had too much stress in their life and needed to leave the project.
- I wanna die and deserve to be mocked because of what I had to do to get the floor effect to work.

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Wrote out a semi-new storyline to compensate for cutting out a good chunk of the game
+ New tutorial intro is going to be more streamlined and to the point
- Had to cut out some spells that I didn't think were going to be completely necessary. But I added different tiers of the same spell to compensate, so it's not that bad.