May 2017 (Week 2)

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Added "flinch resistance" to enemies. This means rapier attacks no longer immediately make enemies flinch. Instead they need to get hit in rapid succession enough to finally flinch. Enemy flinch resistance is naturally restored over time while not being hit (like stamina).
+ Added pooling system to the game. This speeds things up since assets like hit particle effects and healthbar displays in the GUI are recycled as needed.
- Reverted project to using the older version (Unity 5.5.2) because of some bugs in the GUI. (Previously, had to update to Unity 5.6 to be able to build to Mac OS X properly). Finding the cause of the GUI bug took quite some time.
- Had to work on my Asset Store plugin again (fixed bugs) which ate up some time.
- Still no player respawn but I am working on it.

dung___

Dev:

anon

Tools:

C#

+ added enemies
+ added party members
+ added battle screen
+ added menus
- none of those really work

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Added gun sprites to aiming
+ Bullets spawn at proper position
+ Made explosions more customizable
+ Added fire and ice grenades
+ Made more player moves scale with gravity
+ Test boss shoots a laser
+ Started spider enemy

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ kleines' menu system is done, dialogue in general is reworked to handle some extra things
+ big chunk of fixes and polish work: timer resets properly when finishing tutorial and doesn't rise while you're in the hub, daemon and guardian have some extra graphics and sounds, seals dont spawn on top of themselves
+ kleines has some extra stuff to say, based on the max. floor reached
+ sword and razor on lockdown until further notice.
+ squashing now lists correct cause of death
+ reactor produces less earrape
+ new item pickup sound effects
+ enemy bomb bullets pass on the attacker's id to the spawned projectiles
+ roar
+ autobomb no longer prevents "hits taken" for ranking purposes
+ floor ??? work, plus a new enemy

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Started working on some UI
+ Some gameplay systems like health implemented
+ Game starts on it's own
- A lot of the systems are still a mess
- Although the game starts on it's own, as soon as I start adding more lanes to the field, it stops working properly
- Still need to build the system that generates specific patterns with specific objects based on the score/wave/etc.
- Still need to know what I'm gonna do for music and art.

Neon Knights

Dev:

bokchoydev

Tools:

Unity, Pyxel Edit

Web:

bokchoydev.tumblr.com

+ Cleaned up some of the procedural generation
+ Saving and Loading Npc and Player data is now fully implemented
+ Started work on the skill system
- Lots of little things to clean up

Geoya

Dev:

anon

Tools:

SFML C++ Blender

+ linear algebra
+ sacred geometry
+ esoteric motions
+ tercio tactics
- the thought of animating overrides my building enthusiasm

MML

Dev:

Taxi Lord

Tools:

UE4

+ Started the project
+ Double jump prototyped
+ Dash prototyped
+ Player can shoot projectiles
+ Enterable physics vehicle prototyped
- Need to design the itemization and equipment

Harmon:i:c

Dev:

AWK

Tools:

Godot

Web:

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

+ Overhauled input system, the code is tidier and echo timings are now consistent between both keyboard and joystick controls. The analog stick now works too
+ New save file format which should make it more stable between game versions
+ New main menu, it's akin to classic overworld level hubs and can show possible connections between levels
+ Replaced black swipe transition with "reshape" transition, which also keeps the player's position between levels
- Lots of bugs related to the new transition
- I will probably have to overhaul the collision detection to fix some bugs with rewinding boxes into walls and other corner cases

Adveschestri

Dev:

crabowitz

Tools:

GM:S 2

Web:

crabowitz.tumblr.com

+ Messed around with overworld map generators
+ Testing out various "Seek and destroy" game types
+ Tiny bit of code refactoring

PROJECT MURDER PARTY

Dev:

HueDev

Tools:

Unity

Web:

brazileirobr.itch.io/pmp

+ Fixed the problems people said the game had during Demo Day™ 14
+ Made models for the oven, cooler, barrel , sink , chest and desk
+ Fixed the IA, now it will aways see the player, if it has itens to atack then they will
+ added a exit button on the main menu
+ added a little text saying what button to press to start the game
+ scraped the "toggle combat"
+ fixed some problems with explosions and null exceptions

MoGiSho (Moth Girl Shooter)

Dev:

WRIT

Tools:

GM:S 1.4

Web:

thirdkeyofsun.tumblr.com
twitter.com/thirdkeyofsun

+ Added night sky to cloud intro sequence for first stage
+ Modified main font slightly at anon's request
+ Cleaning up minor odds and ends from DD14 feedback before returning to work on stage 2 finally
- Computer is dying. Getting a new one in two weeks but my backups have become more frequent as a precaution

jamos

Dev:

anon

Tools:

c sdl allegro

+ fixed everything and made it work. I am a genius.
+ smooth 62-68 fps 70hz vsync graphics
+ I use a custom poll-for-vsync of old frame while working on new frame to do it

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Overhauled the locomotion and camera system. Jumping is now much easier and more consistent. Camera isn't awkward anymore.
+ Started working on enemies. Made a robot plant monster in Maya, still have to texture and rig it.
- New locomotion system broke aiming and shooting, but it shouldn't be too hard to fix.

Autumn Vale

Dev:

Nintendev

Tools:

UE4, Blender

Web:

autumn-vale-game.tumblr.com

+ Items can be swapped around in inventory and be swapped with empty slots as well.
+ Fixed bug with stack size display when item is dragged in inventory.
+ Fixed bug with inventory slot style after an item is dragged from or over said slot.

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

+ changed graphics into a 2.5d kind of battlefield
+ Started working on a third faction
- procrastinated a lot

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Worked on character backstories
+ Did some weird research to improve lore
+ Started making more detailed character design document things

Genokids

Dev:

Espumasdulces & ASHKATCHUP

Tools:

Unity, Blender, Photoshop

Web:

genokids.com

+ trying new render styles for the scenery
+ lighted the test scene and increased the overall polycount

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Added powerup rotation (instead of random)
+ Increased versatility of burst
+ Adjusted scaling on weapons to make level 1 weapons stronger
+ Added the third shot type, homing shot
+ Adjusted balance of enemy health and bullet patterns
+ Slightly updated the hud
+ Fixed a bunch of bugs
+ Adressed a bunch of other misc demo feedback
+ Level 2 is in production

Kugelblitz

Dev:

Pipedev

Tools:

Blender, UE4

+ Actually fixed the spline generation, for real this time.
+ Separated the pipe collider and the visual pipe mesh
+ Create the outer pipe material
+ Stole a nice skybox from Spacescape (I'll make my own... Eventually)
- Didn't actually do that much
- Scared to start generating obstacle with Perlin noise, I'm pushing it off as much as possible

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ I made a new enemy special attack. At over 80 animation frames long, it's the longest animation I've made in my engine so far and I'm super proud of it.
- OR THAT'S WHAT I WOULD BE SAYING if I hadn't lost all of it to my antivirus deciding to kill gamemaker studio and steam in the middle of compiling the game.
- Hours and hours of time and effort, gone
- Infinite despair
- I wanna die
- Don't make me do it again please
- ? At least I didn't lose EVERYTHING...

Locked Masts

Dev:

IceDev

Tools:

Unreal

+ Large amount of ship modelling work. Interior planned out.
+ Merchant cannon modelled and now functioning ingame with particle systems and sound assets. 90% done some fine details to scratch out.
+ Ship damage system developed with decals and particle effects, functions with the cannons. Still needs some work but good so far.
+ Merchant now has a Sea Maiden figurehead.
+ Been hammering the materials for the ship, would be heresy to not make full use of UE4's material capabilities.
+ Opening menu punched in, still needs work.
+ LAN or LAN-like networking basis established. Should work with Hamachi or similar but needs more testing.

Untitled VR TCG

Dev:

SpookyGhost

Tools:

Unity

+ Player Card Factory is done!
+ Player Card Interactions are mostly done!
+ Tweening for card movement looks and feels real nice
+ Most UX is done or at least has a placeholder
- No onto coding the actual turns

Whimp the Bold

Dev:

AttaBoy

Tools:

GM:S, Aseprite

Web:

twitter.com/AttaBoyGames
attaboydev.tumblr.com

+ Created page-turn pause effect
+ improved shadows so they actually match the player sprite
+ learned GameMaker primitives to handle both of those
+ cleaned up and implemented a new depth system
+ Added optional player help text to HUD
+ Numerous stability and bug fixes from Demo Day
- One character's shadows are behaving weirdly and I don't know why

Seasons Past

Dev:

ambientdev

Tools:

GM:S

Web:

ambientdev.itch.io/seasons-past

+ switched to a fully isometric artstyle
+ created autoattack and ability to target enemies, hover information for items and chests
+ reworked the UI
+ items can now be sold with right click
- will probably have to turn item sprites into visible objects that move with the view so hover information works on them
- still have no idea if i want a full CRPG dialogue system or not
- still have no idea what the UI overlay should look like

Legacy Code

Dev:

cytoshift

Tools:

GMS, Photoshop

Web:

cytoshift.tumblr.com

+ New drone art
+ Drones shoot bullets
+ Experiment with level spawn and exit being in middle
+ Less friction for upward wallslide
+ Add shotgun

Chronospira

Dev:

dbiton

Tools:

Godot, Aseprite, Famitracker

+ Combo system
+ Adjusted movement (player's speed, rolling speed etc)
+ a LOAD of new keyframes for the animations of the player (this is mainly what im doing, double the frames from demo day and growing currently)
+ made a jojo pose and font thing for pre boss fight banter

Rune Revolver

Dev:

Monchop

Tools:

GMS/Aseprite

+ The loop issues caused by the implementation of delta time were fixed
+ The player has a rough walk animation now
+ Sprite readability improved (somewhat)
+ Gun loops fixed (Snap-type weapons have an actual firerate now, and can be held)
- Fullscreen stuff poorly implemented, retains some of the issues of the old script