May 2017 (Week 3)

jamos

Dev:

anon

Tools:

c sdl allegro

+ fixed DPMI memory corruption error
+ let it check the auto detected install directory if it cannot find the data files
+ also resolution can be changed and it just internally rescales by using the GPU to stretch the texture
- didn't make any monsters

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ boss deaths previously caused major lagg - found and fixed it's cause
+ the hub can now be furnished with different things, based on how much debris you collect
+ trophies exist, based on max depth reached and your highest rank
+ jukebox / sound test!
+ your very own pet ghost
+ a few more music tracks we'll use soon
+ hub now attracts npcs, some of them may have hidden minigames attached
+ this may or may not be related to our fist achievement
+ 4-5 new enemies for the ??? floor
+ unlock system is done!
+ kleines does now sell you stuff!
+ kleines has some different bits of dialogue if you skip him or beat the final boss before talking to him
+ new bomb type: timebomb
+ updated the editor to the latest stand and translated everything i've neglected to sofar
+ weapon generating system completely refactored, apparently also fixed another leak
+ so many bugfixes

MoGiSho (Moth Girl Shooter)

Dev:

WRIT

Tools:

GM:S 1.4

Web:

thirdkeyofsun.tumblr.com
twitter.com/thirdkeyofsun

+ Optimized Blue's fragment sword follow behavior
+ Started reworking Blue's sword attacks
- That is about it because my new computer came in a few days ago and I have been backing things up for transfer (over 6TB of data) and re-installing & updating all of my old programs. Next week will be hyper progress!

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Robot plant is textured and animated
+ Few bugfixes
- Progress is kinda slow this week since I had a lot of stuff to do

dung___

Dev:

anon

Tools:

C#

+ fog of war
+ working battles
+ turn order display
+ people die when they are killed
- all you can do is regular attack

Unnamed Yankee Game

Dev:

N/A

Tools:

HTML5, JavaScript

+ Finally got the motiviation to dev again
+ Decided to rework an old dead GM project
+ Coded main mechanics
+ Added some old assets and made a new run cycle
- Some stolen assets to replace here and there
- It will be a really simple browser game
- Photoshop crashes all the time on Windows 10

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Level 2 about a quarter done (up to the mini boss)
+ Options can finally be changed mid game
+ Added options to make the player as ugly as possible
+ A bunch of bug fixes
+ The level 2 background is being redrawn from scratch
- It probably won't be ready for a bit, and showing off and showing off unfinished stuff is lame

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Ledge grabbing has wider detection on jump so climbing is a lot faster
+ Enemies interact with spikes and leave corpses
+ Jumping from ledge will no longer collide with diagonal wall under the ledge
+ Added dynamic fog effect
+ Adjusted controls while moving very fast mid-air

Gunsun Zeros

Dev:

GearSting

Tools:

UE4, Blender, Affinity Designer

Web:

gearsting.tumblr.com

+ character movement
+ gun that doesn't hurt things yet
+ basic enemies that chase, track, shoot and kill you
+ lock on
- First week of real non-art progress and I feel great! Hopefully I can keep it up and make it to demo day.

BUFFER_CRF

Dev:

UB

Tools:

UE4, Maya

+ Finally have enough client side functionality for babbys first recap
+ Implemented a cipher suite (ECDHE-ECDSA-AES128-OCB) and abstracted packet encryption/decryption for ease of use
+ Client refactoring and UI changes
- Not sure if I can use AES-OCB mode legally because of its patent and license. Will replace with AES-GCM in the near future
- Placeholder name

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Created player respawn/game over (will revise the look later)
- Had to do groceries during dev time
- Been playing too much vidya

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ The player can shoot things on the lanes
+ Changed the UI a bit so it doesn't get in the way of the playing field
+ Designed some new enemy types and obstacles
- Still need to build the systems that let the user play the game properly, spawning lanes and such at certain rounds.
- Modifier items need to work
- Wave based system that defines what's going on the playing field needs to be made
- Progress is slower than I would like

Neon Knights

Dev:

bokchoydev

Tools:

Unity, Pyxel Edit

Web:

bokchoydev.tumblr.com

+ Skills now divided into classes. Classes level up and unlock more skills the more you use a skill in that class
+ Reworked saving and loading to be less terrible
+ Players can now move to the edge of a zone to go to the adjacent zone
+ Fix some random bugs involving player position on the over-world map
- Code base is a mess
- A few new bugs popped up
- I haven't practiced art in forever

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Rigged up new enemy type: The Saw Charger
+ Made some new textures and decorative meshes

Adveschestri

Dev:

crabowitz

Tools:

GM:S 2

Web:

crabowitz.tumblr.com

+ Put in a developer console
+ Messed around with larger resolutions to improve readability
- Immediately undid it because it broke almost every UI element
+ More refactoring
- I don't know what I'm doing

Kugelblitz

Dev:

Pipedev

Tools:

Blender, UE4

+ Tile removal works!
+ The hyperspace collapses! Thanks vertex shaders.
- Gotta make a perlin noise generator, and then I'll use it to generate some damn obstacles on this damn pipe. Let's do this.

Explorer

Dev:

Sheepolution

Tools:

Sublime Text 3, Notepad 2

Web:

sheepolution.com

+ Created cutscene for at the beginning of the game

Rune Revolver

Dev:

Monchop

Tools:

GMS/Aseprite

+ Fullscreen now works as intended; it uses a bullshit process but it does what i wanted
+ Boomerang spell works properly, ticking damage to enemies only once each way per enemy instead of a gorillion times
+ Collisions are in! Yhadia is no longer traversing through the empty checkerboard void
+ Made event trigger areas and they work like a charm
- Fullscreen flips the fuck out with 1366x768 resolutions for no apparent reason
- Collisions have some issues handling diagonals with certain inputs, but nothing major

Paper Mario Fangame

Dev:

---

Tools:

Unity, Photoshop, Maya

+ Now using global variables properly
+ Now using states properly
+ Now generally using code more properly
- Since it's all been fixing code, there's been no art/visible progress
- Unity update did weird stuff to asset thumbnails, but the project itself is fine

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

+ added orcs as a new playable race
+ new skill for the elven prince because he felt too weak
- need to change the way the sprites work with the new 2.5d view because the units clip on top of each other

Harmon:i:c

Dev:

AWK

Tools:

Godot

Web:

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

+ New second level which will hopefully make the difficulty curve less steep
+ The level transition effect is now randomized
+ The transition can be skipped by pressing any key
+ Fixed all known gameplay bugs and tightened up the code a bit
+ A lot of work on TOP SECRET stuff that is best left undocumented

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Augmented my debug interface.
+ Added the right bodyblow's counterattack AI behavior to the enemy's other attacks, but temporarily disabled it because it's not clear with the current art for those attacks WHY you're getting cross countered.
- Still demotivated after what happened the other week...
- Still need a new artist.

Autumn Vale

Dev:

Nintendev

Tools:

UE4, Blender

Web:

autumn-vale-game.tumblr.com

+ Made some placeholder models for gardening tools (hoe and pick mattock)
+ Fixed socket error with models so they both line up with the player's hand when attached. The transform of one of the models in blender was crazy numbers instead of 0 on export.

Locked Masts

Dev:

IceDev

Tools:

Unreal

+ Week mostly went into crew development.
+ Crew models, skin, animations, clothing, hair, beards and AI, the whole package. Eyes and eyebrows next and the whole human experience will be covered.
- Breaking through some hard learning curves is eating time

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Got some music and 3D art advice from people who know what they're doing
+ Did more esoteric research for lore purposes
+ Refactored the AI ship targeting system so the player will be able to use it
- I'm fucking sick and I had to fly while sick and I feel like death

Four's Journey

Dev:

---

Tools:

BlitzMax, opengameart.org

+ Added a minimap and a crude overworld map, plus ability to travel between locations
+ Some improvements to combat (enemies will try to surround you, wounded enemies will flee from combat)

Geoya

Dev:

anon

Tools:

SFML C++ Blender

+ animation
+ pipeline scripting
- isometric sorting is more difficult than I thought. I know I can solve it with even more esoteric rendering and scripting but I don't want to spend too much time on art I'll probably change up anyway

Project M

Dev:

Adam

Tools:

Unity, Blender

Web:

twitter.com/7TowersSoftware

+ enemy Pilot AI is finally working
+ improved performance
+ designed another mecha set
+ everything starting to slowly come together
- AI still not finished though
- adding IK broke some melee animations
- finally gotta learn how to texture properly

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Redid encryption/executable crypting
+ Redid Wallet, added blockchain
+ Almost ready to make a video of ransomware/malware process
+ Ideaguying about antivirus progression
+ 190 wishlists
- Hard to find free trailer music/existing game music isn't trailer-y
- Not enough GUI, playing doesn't "feel" like anything