Geoya
Dev: |
anon |
Tools: |
SFML C++ Blender |
+ path finding
+ animation framework
+ isometric sorting
Dev: |
anon |
Tools: |
SFML C++ Blender |
+ path finding
+ animation framework
+ isometric sorting
Dev: |
Stomy |
Tools: |
C++/OpenGL, Blender, Krita |
Web: |
+ Animations for saw charger: idle, standing attack, leaping attack, run, walk, dead
+ Decreased shotgun buckshot spread
+ Changed player to a cylinder collider to prevent some more unpredictable collision bugs
Dev: |
Team D-13 |
Tools: |
GM: Studio, Paint.net, pxTone |
Web: |
+ Removed shop & upgrade rooms from Floor ???
+ Achievements have been added, Daemon has been reworked
+ A new special boss has been added
+ Final Boss heavily tweaked
+ Mouse functionality for several more menu types
+ Some bosses specify their killing method
+ Several more (3-4) enemies
+ Another miniboss done
+ Sleep margin changed to 10, which apparently fixes some issues
+ Mysterious wallbound meat
+ Several new bullet types
+ Kleines' now quite a bit more happy
+ Work begun on the true last boss(?)
+ Bunch of small fixes
Dev: |
bokchoydev |
Tools: |
Unity, Pyxel Edit |
Web: |
+ Cleaned up some code
+ Finally got a screen to display player's skills
+ Hotbar is now fully functional
- So. Much. To. Do.
- Really need to refactor the UI stuff
- Probably shouldn't put off implementing re-bindable keys any longer
Dev: |
Stephen Lynx |
Tools: |
Irrlicht, SDL2, bullet3d, lua |
Web: |
+ Save/load
+ Death screen
+ Proper version checks for assets
+ More maps
Dev: |
me |
Tools: |
C++, SFML |
+ Wrote ECS
+ Almost finishing quad-tree collision detection
- Project on ice for a months, now
Dev: |
crabowitz |
Tools: |
GM:S 2 |
Web: |
+ Got Spine.
+ Made some placeholder animations.
- Modular skin pieces aren't supported in Game maker how I expected.
- Going to have to do a lot of work arounds to make it work.
- Going to have to gut a lot of existing code for Skeletal animation anyway.
- Fuck.
Dev: |
anon |
Tools: |
Unity, Maya, PS, Substance |
+ Working on enemy behavior scripts
+ Implemented double jump
+ Aiming/shooting doesn't require standing still anymore
+ Added sounds to breakable and pickup objects
+ Made a Sputnik prop
Dev: |
rez |
Tools: |
SFML/C++ |
Web: |
+ Mainly worked on plot and design
+ More enemy corpses implemented
+ Fixed several bugs from backlog
Dev: |
ADMAN |
Tools: |
Unity, Blender, Aseprite |
Web: |
+ Enemies can shoot you now
- I need to balance this game better in terms of difficulty
- I took most of last week off
Dev: |
Jordan |
Tools: |
GM:S |
+ Fully integrated level editor
+ Editor can save and load JSON levels from clipboard and file
+ Added quick-test room that allows easily to test levels from clipboard
+ Started working on rewriting the IC chips
+ Made the editor pretty
+ Rewrote movement code so DIP can walk on slopes
- Have to add in more IC chips (and gate, delay, etc.)
- Have to make some levels (I can make an engine, but I suck at making a game)
Dev: |
Monchop |
Tools: |
GMS/Aseprite |
+ Fixed a reload timing issue
- THAT'S IT
Dev: |
chaikaDev |
Tools: |
GMS 1.4 |
+ enough free time to pick the project back up
+ began working on the UI
+ reworked depressurization mechanics
+ solved quite a few bugs
Dev: |
anon |
Tools: |
C# |
+ reworked battles to actually work
+ can defend
+ can heal
- it's all retarded and needs to be remade again
Dev: |
Apollo |
Tools: |
GMS, Audacity |
+ Just started with some old assets from an abandoned project
+ Can pick up and put down certain objects
+ Animations
+ A pause screen menu
+ Collecting coins with some juiciness(pictured)
Dev: |
Nameless team |
Tools: |
C++ OpenGl |
+ Got rid of almost every hardcoded value in the game
+ Now you can add and use arbitrary motions like 4646 C
- Got a lot of work done on the editor but too little on the game.
Dev: |
AWK |
Tools: |
Godot |
Web: |
awk.itch.io/harmonic |
+ Several additions to the first four levels
+ Secret stuff
- Barely worked on it
Dev: |
IceDev |
Tools: |
Unreal |
+ Improvements on the Ship AI, actually fires at targets now.
+ Some interior work.
- Slow week, job hunting. And Starpoint Gemini Warlords.
Dev: |
shmoopdev |
Tools: |
GMS, photoshop, Aepsrite |
Web: |
+ Level 2 background redrawn
+ WIP for level 2 music
+ Some additional effects for bursting
+ Psudo-3d effects for roads and such
+ Some fixes and reworking to restarting a level voluntarily
+ Some shadow/highlight shenanigans for later
- Sickness ate up most of the week :/
Dev: |
Sheepolution |
Tools: |
Sublime Text 3, Notepad 2 |
Web: |
+ Various grammar and bugfixes
+ Started working on combat
Dev: |
anon |
Tools: |
c sdl allegro |
+ changed the terminal emulator to use shorts instead of chars for wide char support (u16)
+ made it read input strings as utf8 instead of ascii (have to detect utf8 encoding and read either 1,2,3, or 4 bytes at a time)
+ changed the font generation to generate unicode ranges for ibm 437 characters
+ modified font drawing by speeding up gylph searching with a 126-lookup table for ascii chars and an andersson tree for unicode codepoints
- might have a memoery bug somewhere, will have to boot up linux system and test under valgrind or something
Dev: |
Anon |
Tools: |
C++ |
+ Asynch loliscript message so you can time actions to happen as the flow is read
+ Inline forking/flow control inside message{} blocks
+ Added interiors to schools
+ Made lolis be assigned a specific desk and go there during school hours
+ Fucktonne of bugfixes
+ Doggystyle/spread legs popups and dialogue situations involving these.
Dev: |
Mako |
Tools: |
Bevy |
Web: |
+ Font nonsense
+ Dialogue
+ Lore
- Feelings
Dev: |
GearSting |
Tools: |
UE4, Blender, Affinity Designer |
Web: |
+ Lock on switching
+ Right stick to aim offset during lock on
+ Roll dodge
+ Basic weapon pickup
+ Power slide pickup that replaces roll dodge
- Now I have to make art assets so progress will slow down
Dev: |
Norby |
Tools: |
Unity, Paint.net, Inkscape |
+ drawn some skill buttons instead of using the warcraft ones
+ drawn soldiers for the new playable race
- all art and no code makes Norby a dull boy
- took some time off this to make a small game for monster jam
Dev: |
--- |
Tools: |
BlitzMax, opengameart.org |
+ Implemented a good dialogue system
+ First quest, in which you rescue a blacksmith from a bandits' hideout is almost finished
Dev: |
EXNDL |
Tools: |
Blender, Game Maker |
Web: |
- well fuck
Dev: |
@vestigialdev |
Tools: |
Unity |
Web: |
+ Remaking trailer, found a cool song but there a bunch of cat meows in the beginning
+ 224 wishlists
Dev: |
Pipedev |
Tools: |
Blender, UE4 |
+ Created a noise generation library. Only value and Perlin noise for now, Voronoi might come in eventually.
+ Also made a dynamic texture material to test the noise gen. No immediate application, but it's nice to have in the toolbox.
+ Create landscapes around the level using the noise. Looks pretty good, but I meet dead ends relatively often. Voronoi might be better for creating obstacles that you can always get around of...
- Ship handles like a barge, so I'll be working on making it a bit more fun to drive.
Dev: |
dbiton |
Tools: |
Godot, Aseprite, Famitracker |
+ Wrote bosses AI
+ Finished bosses animations, 80 frames
- Need to redo bosses animations because I fell for the dither meme and the colors are bad
Dev: |
Anomalous Underdog |
Tools: |
Unity, Visual Studio, Blender, Substance Painter, Photoshop CC |
Web: |
+ Player can now rotate in-between attacks, provided they are not target-locking
+ Fixed bug with enemy still rotating to face you while they are in an attack animation
+ Fixed various other bugs
- Been playing too much vidya
Dev: |
Kickindev |
Tools: |
GMS2 |
Web: |
+ Feelin' more back in the game. More debug mode upgrades, working on coding new attacks for the enemy
- Same setbacks as usual. Art woes, etc. etc.
- I hope I didn't miss the recap window