May 2017 (Week 1)

Neon Knights

Dev:

bokchoydev

Tools:

Unity, Pyxel Edit

Web:

bokchoydev.tumblr.com

+ Finals are over so I got lots and lots of tasty progress done.
+ Moved from static world to procedural generation for worlds and levels
+ Moved from static NPCs to procedural generation for NPCs
+ Implemented procedural generation for sub levels
+ Implemented Save/Load system for worlds, levels, sub levels, and players
+ Started work on saving the state of NPCs
- No demo because the game is not fun and doesn't have much meaningful content
- Really need to work on the rules for the procedural generation.
- Maymester classes are starting today.

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

sgtadman.itch.io/bullet-hell-lane-shooter

+ Fixed my frame rate issues
+ Made some code that reduces spawning times at will
+ Coloured the objects on the lane so I can see them better
- Still trying to implement systems that define what objects spawn
- Thinking about game modifiers based on feedback I asked for last week
- Art assets and music need to get made at some point

Rune Revolver

Dev:

Monchop

Tools:

GMS/Aseprite

+ Delta time added
+ Timescale added
+ Gun placeholders replaced with proper sprites
+ HUD icons to go with the new guns
+ Started a design document, game suddenly has a scope, identity and goals rather than being a pile of notes behind a tech demo
+ Various bugs fixed
+ Some minor logic cleanups
- Some issues prevent delta time from working 100% properly
- Gamepad controls suddenly don't work alongside KB+M controls for some unknown reason

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ victory score screen done, ranks time, hits and exploration stats
+ floor 5 shop backgrounds and several more room background for floor 4
+ drew and submitted a bunch of stuff to steam store, pending approval for a "coming soon" page
+ seals... very mysterious
+ fixed honor guards from slowly nudging towards walls
+ expanded saving system in preparation for all the overarching game stuff
+ mimic hitboxes make more sense now
+ game now counts the total kills done on specific enemy types and subtypes
+ 3-keywords weapon spawns no long appear over vault keys
+ some new sfx
+ align no longer sometimes fires a bullet right behind you when you enter a room, very important fix
+ kleines overhaul. he'll finally get to sell stuff soon
+ ???????? drawn

MoGiSho (Moth Girl Shooter)

Dev:

WRIT

Tools:

GM:S 1.4

Web:

thirdkeyofsun.tumblr.com
twitter.com/thirdkeyofsun

+ Placeholder animation for Sana's burst attack
+ Finished first pass 'rolling clouds' background
+ Finished first pass 'large city' background
+ Finished working on and implementing Arrange Mode
+ Balanced down difficulty of "Normal" Mode intro from first demo and re-implemented it as Original Mode
+ Added 'graze' SFX
+ Added 'explosion' SFX to large buster targets
+ Made it in time for DD14
+ Apparently (thankfully) Arrange Mode is fun!
- Blue wasn't ready in time for demo because she isn't fun enough to play as yet. Next time!
- Still tons of missing art/animation and sound/music assets that need to be addressed.

Paper Mario Fangame

Dev:

---

Tools:

Unity, Photoshop, Maya

+ Finally started working on project regularly again
+ First zone being developed
+ 3/4 buildings made for zone
+ Various decorations made
+ Camera script redone to be more like PM's camera
+ Generic Motion script made as precursor to Cutscene Manager script
+ Remade text sprites so they weren't so pixelated
- Noticed Mario's head sprite sometimes decides to randomly mess up it's rendering order so it ends up in front of every sprite on screen.
- Need to remake some of the zone assets later down the line cause they don't look good enough.

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Changed HUD
+ Fixed sound panning
+ Changed tutorials so you can't skip them without reading
+ Reworked damage animation
+ Added death animation for frozen enemies
+ Added spike breaking

Harmon:i:c

Dev:

AWK

Tools:

Godot

Web:

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

+ New joystick controls
- Demo Day confirmed that my level design sucks ass, luckily I will be revamping everything anyway thanks to the next Big Idea I had which will break most levels
- Nothing done since I released the latest version, I have been busy playing games

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Revised the particle effects for Phase Dash: shortened the trails and made it simpler.
- Some compile errors encountered when trying to deploy to Mac OS X, which prevented making a build, and took some time to figure out.
- Not much work done while preparing the demo day build.

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Working on implementing a new movement and jumping system, since the one I have seems to be the worst problem people pointed out.
+ Fixed awkward camera rotation.
+ Implemented pause menu, still have to hook it up.

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

+ managed to submit a demo!
+ finally added music and sounds (placeholder, but better than not hearing anything)
+ played with another human for the first time. Got some feedback on how to make it more intuitive

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Tons of feedback from the demo. Thanks everyone!
+ A laundry list of change and tweaks to be done
+ Re-did around half the sound effects (before dd)
+ Homing shot partially programed in
- Need to figure out a way to get players to press buttons that aren't shoot

Ancient Saga

Dev:

Plessy

Tools:

C#/Monogame

Web:

teamessell.tumblr.com

+ Attacks are started and are in a largely working, albeit rough, state.
+ Particools.
+ Did some enemy size tests using Bokube.
+ Assload of misc fixes.
- Every desirable game in the history of man released, so dev has been to a minimum.

Kugelblitz

Dev:

Pipedev

Tools:

Blender, UE4

+ Basic spline and pipe generation
+ Spline-based cylindrical coordinate system completed
+ Smooth motions along all positions on pipes
+ Forces and Impulse for all axes and rotations
+ World origin shifting
+ Pipe generation in runtime
- Ship model uglier than sin
- Transition between splines kinda buggy
- Nothing for demo :(

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Demo day build went fantastically!
+ Many small tweaks and balance changes as a result of DD14 feedback.
+ Most feedback on the game was positive, which is very encouraging!
- Art continues to be a major stumbling block. I've been without an artist for over a month now...
- Still no sound, so I've gotta learn how to do that now...

dung___

Dev:

anon

Tools:

C#

+ started working on a game
+ implemented loading levels from file
+ made a minimap
+ made some sort of raytracing thing to draw first person dungeon
- have no idea what I'm doing

Adveschestri

Dev:

crabowitz

Tools:

GM:S 2

Web:

crabowitz.tumblr.com

+ super cool placeholder music that doesn't fit
+ Complete game loop and navigation through demo
+ replaced most of the programmer art with nicer placeholder art.
+ finalized adventure decks
- Demo day feedback has proved this deck to be super unbalanced.
+ made a repo like a big boy dev
+ fixed bugs that demoday bros kept finding

Locked Masts

Dev:

IceDev

Tools:

Unreal

+ Graduation secured, back in the saddle.
+ Been ramming everything I have into a demo, trying to aim for the end of the month.
+ Fixed the ship AI which was acting up, permanent-like this time. Last time was a false positive.
+ Lot of work on the ship and asset modelling side.
- Modelling devours dev time.

jamos

Dev:

anon

Tools:

c sdl allegro

- fucking nothing everything is broken nothing works

Jolly Golf

Dev:

Jofer

Tools:

Unity

Web:

jofer.co.uk

+ I got a thing done for demo day
- a lot of people had connection issues

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Made a crude AI that tries to kill you
+ Added a lame death screen
- Missed DD14 for dumb reasons

Legacy Code

Dev:

cytoshift

Tools:

GMS, Photoshop

Web:

cytoshift.tumblr.com

+ Made it on time to DD14
+ Add controller debug commands
+ New dog art, new drone art
+ Experiment with better level generation
- no menus in time for DD14
- need to give feedback to others
- still finals week ):