April 2017 (Week 3)

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Flamethrowers can leave fire on map
+ Freezer weapon acts as extinguisher
+ Improved tunnel boost controls
+ Updated particle physics
+ Improved impact on weapon hit
+ Improved flying enemy moveset and animation

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ First level completely playable start to finish
+ New/improved background for the first half of stage 1
+ New intro
+ More UI stuff (game over screens, etc)
+ Commence maximum over-polish
- Completely re-doing all the sound mixing (it was pretty shit)
- Nervous about demo day

Apotheosis

Dev:

Meneer Guus

Tools:

GM8, Flash

Web:

meneerguus.itch.io/apotheosis

+ Added knockback effect
+ Optimalization (reduced particle usage, boost in fps)
+ More tilesets
+ Finally replaced some of the primordial placeholders
+ Juice
+ New gamemode

jamos

Dev:

anon

Tools:

c sdl allegro

+ added semaphores to break past sdl 40fps event cap
- engine still goes down to 36fps when 9000 objects are on screen at once

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

+ Solved a pathfinding bug that slowed the game down when the AI was thinking its next move.
+ A new active skill for the dwarven queen.
+ A tutorial is on the way.
- Thinking of reworking the entire interface from the ground up.

Adveschestri

Dev:

crabowitz

Tools:

GM:S 2

Web:

crabowitz.tumblr.com

+ More robust skill scripting
+ Balance pass on player characters
+ Slightly better placeholder skill icons for some
- Really awful ones for others
+ New character customization options
+ Character customizer

Logic(working title)

Dev:

anon

Tools:

Unity, Blender

+ Starting on writing down all dialogue
+ Improved dragging and dropping anims
+ Added a simple collision avoidance model on gates
+ Some small things
- Bugs in cancelling connections between gates
- No concept for serializer implementation

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Keycards can now open locked doors
+ Pickup items are no longer physics-enabled (it didn't really add anything anyway)
+ New blast and explosion effects for shotgun and rocket launcher
+ Modeled up a new melee-focused enemy

Neon Knights

Dev:

bokchoydev

Tools:

Unity, Pyxel Edit

Web:

bokchoydev.tumblr.com

+ AI is much more functional?
+ Actors now drop items when they die
+ Started work on being able to have summons/companions
- There's some weird AI issues that only crop about 5% of the time that are really hard to track down

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Added stamina bars on enemies, below their health bars.
+ Added health and stamina number values on targeted enemy. Will probably add a checkbox in the game settings to turn this off/on.
+ Added more Behaviour Tree nodes to help with building the enemy AI more later on.
+ Fixed bug with enemy AI getting stuck after chasing the player.
- Been playing too much Nier Automata, eating up dev time.

BLOODRUSH

Dev:

Liar-bird

Tools:

GMS

+ recolored Act2 Tiles (again)
+ Added soft shadows for foreground objects (can be disabled for pixel purists)
+ Added Bear Traps
+ Created a new level, Leg Breaker, to show off the traps
+ Redrew my saws, as well as trees. Both feel a little off, so I'm probably going to give them another pass
+ Optimized my replay system
- Completely broken my replay system while optimizing it
- Replay system is currently disabled

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ The robot can now shoot properly. Bullet collisions are detected at all times.
+ Zipline is fully functional.
+ Robot animations are now playing at 120% speed, and the game feels much more dynamic.

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Implemented main menu and options menu!
+ Options menu allows for you to choose from (currently 5, soon to be 6) control schemes. I hope to enable sixth control scheme, custom controls, working shortly.
+ I even bothered adding Dvorak keyboard support for the 2 people in the world that use those.
+ I also learned how save files work in gamemaker, although they're currently not yet implemented because there's nothing really to save. I'll probably implement it when I get custom controls working.
- Still no new game art since last week, so I've had to make do with what I've got until them. If nothing else, it's giving me an opportunity to work on the more boring systems that I would probably be putting off otherwise.

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Wrote some more lore and character backstories
+ Worked on music
+ Built a table
- Apparently I don't get how keys work and my music isn't in a key

PixelBrothel

Dev:

Unnamed

Tools:

C++/SDL2

+ Functional Garbage Prototype UI
+ Basic Game Mechanic assigning jobs
+ Doesn't Crash
+ Unit-tested, Unit-approved
+ Future UI states should be much faster
- Functional Garbage Prototype UI
- This took me 3 weeks
- No way to add more workers
- 0/10 font

Legacy Code

Dev:

cytoshift

Tools:

GMS, Photoshop

Web:

cytoshift.tumblr.com

+ Random polish and number tweaks
+ Refactor tiny amounts of code
- Went camping for a few days

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Removed coroutines that could mess up save states
+ Trying to improve workflow for adding websites by intercepting css font-face src requests
+ AssetBundle stuff
+ Store page art
- Hate making content
- Game lacks a soul
+ Thanks to the anon for rescuing my recap post