April 2017 (Week 4)

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Added sprite batching
+ Added shotgun upgrade and buffed pistol
+ Buffed boomerang
+ Improved many particle and projectile effects
+ Added ammo to rocket launcher
+ More enemy improvements
+ Fixed screen shake

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Started improving the combat AI for the Wooden Mannequin.
+ Changed the look of the Phase Dash particle effects.
+ Added constantly emitting particle effects on Desparo's feet.
- Been working on fixing bugs on my Unity Asset Store plugin, which ate up time.

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

+ Tutorial complete (but too much words and too little action)
+ Added a couple more skills
+ Want to have a demo ready for the demo day
- having a shitty internet connection, don't know if the connection problems i stumble upon are my fault or unity servers'

Waves of Vapor

Dev:

MelonoDev

Tools:

GM, PT-SAI

Web:

melonodev.tumblr.com

+ Made sprites for the first boss
+ Made barebones menu
+ Made list of things I should do
- Can't do those things
- Gamemaker doesn't play the game anymore for some reason
- Damnit man I wanna submit shit for demoday but that ain't happening like this.

MoGiSho (Moth Girl Shooter)

Dev:

WRIT

Tools:

GM:S 1.4

Web:

thirdkeyofsun.tumblr.com
twitter.com/thirdkeyofsun

+ Changed life counter from blue flames to hearts thanks to the feedback from anons
+ Enemy sprite tweaks for DD14
+ Background recolored in 'normal' mode of intro stage to fit the stage theme better thanks to feedback from anons
+ Finalized the pacing in 'easy' mode of intro stage
- Still lots to do before DD14

Neon Knights

Dev:

bokchoydev

Tools:

Unity, Pyxel Edit

Web:

bokchoydev.tumblr.com

+ AI Bugs Fixed
+ Trade/Shop System implemented
+ Started work on saving and loading
- UI work is a nightmare

Adveschestri

Dev:

crabowitz

Tools:

GM:S 2

Web:

crabowitz.tumblr.com

+ Tooltips for skills
+ Better tooltips for enemies
+ Descriptor for multiple enemies
+ Character customizer
+ Cool new player character art
- The new art downsizes terribly
+ Started some adventure card art
+ Started pathfinding system UI

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Moved a bunch of my bitmap font code into a separate library
+ Did some work on a Truetype to bitmap font conversion tool
+ Improved the logic for when the player ship is spawned
+ NPC ships (with no AI, for now) appear in nearby star systems
+ Ships have health (again) and can therefore take damage and explode
+ Bullets won't collide with the entity that fired them

PROJECT MURDER PARTY

Dev:

HueDev

Tools:

Unity

Web:

brazileirobr.itch.io/pmp

+ Made Models for all 125 Items in the game
+ Worked on some Optimization
+ Fixed problems with lots of items
+ Fixed gravity on throwable itens
+ Fixed the hitboxes on items to work with new models

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ A bunch of polish and bug fixing
+ Some test patterns for level 2
+ All of the placeholders sprites replaced
+ Sound rebalanced to be less shit
- Not much actual new content
- Still nervous about dd14

Harmon:i:c

Dev:

AWK

Tools:

Godot

Web:

awk.itch.io/harmonic
twitter.com/AWKgamedev
awkgamedev.tumblr.com

+ Added a map so the player can see areas that have been visited
+ New sound effects for rewinding and toggling the map
+ Tweaked the main menu to hopefully stop players from pushing the quit button by mistake so often
+ Resizeable window and fullscreen toggle
+ Worked on Level 07
- Not happy with Level 07

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ The robot can now aim.
+ Made a simple HUD - it has coin count, life count, and health progress bar. Coin count also has a progress bar (coins found out of total).
+ Polishing the Demo Day 14 build, squashing any retarded bugs.
- Since the robot can't be harmed atm, health is always at 100%. Lives, however, are those weird rock things scattered throughout the level. The wrench is supposed to restore health, but that ain't happening either.

Metal Slug vs. Double Dragon

Dev:

RadFred

Tools:

GODOT, Photoshop, GraphicsGale

Web:

radfred.itch.io

+ Made that whole block-your-progress-until-you-kill-all-enemies system.
+ Completed the 2nd enemy's AI
+ Changed my test level to include both enemies
+ Cleaned up some code
- Death animation of the new enemy doesn't sync up with its flykick, need to go from preset animations to tweening.

Chronospira

Dev:

dbiton

Tools:

Godot, Aseprite, Famitracker

+ Rewrote dialogue system from the ground up
+ Animations for dialogue (portraits)
+ Added acceleration on jumps' horizontal movement, created animations for jumping
+ A lot of camera work - snapping to platforms when landing on them instead of following player, added "points of interest" code which smoothly moves the camera to a position, works with screen shake. When player is running to one of the side, the camera drags a bit behind to allow more area visible in the direction the player is running to.
+ fixed minor bugs
+ made (pretty bad) main menu music.
+ created main menu and intro splash screens for it

Rune Revolver

Dev:

Monchop

Tools:

GMS/Aseprite

+ Actually came back
+ Bullet impact effects
+ Bullets also aren't consumed by the void once they disappear anymore
+ HUD Icons
+ A bit of code cleanup
- After like 3 months it's still barren as fuck
- Won't have anything ready for demo day again

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ The ability to create a custom control scheme has been fully implemented, so players are no longer limited to the control schemes i came up with.
+ Pause menu implemented! You can now pause the game and quit back to the main menu at any point.
+ ESC now brings you back to the main menu from the enemy intro screen, too.
+ Baseline functionality for player KO state implemented.
- Right now if you've fallen, you can't get up. Still needa implement that part.
- Options menu within the pause menu is currently not functional.
- STILL NO PROGRESS ON THE ART FRONT and it's making me a very sad dev.

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ started work on post-final boss stuff
+ reworked the saving system to accomodate the full game
+ worked out some things with the first (non-demo) victory screen

jamos

Dev:

anon

Tools:

c sdl allegro

+ doesnt use 113mb ram anymore
- busy on other stuff too