May 2017 (Week 4)

Geoya

Dev:

anon

Tools:

SFML C++ Blender

+ path finding
+ animation framework
+ isometric sorting

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ 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

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ 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

Neon Knights

Dev:

bokchoydev

Tools:

Unity, Pyxel Edit

Web:

bokchoydev.tumblr.com

+ 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

LynxVania

Dev:

Stephen Lynx

Tools:

Irrlicht, SDL2, bullet3d, lua

Web:

gitgud.io/LynxVania

+ Save/load
+ Death screen
+ Proper version checks for assets
+ More maps

Data Purge

Dev:

me

Tools:

C++, SFML

+ Wrote ECS
+ Almost finishing quad-tree collision detection
- Project on ice for a months, now

Adveschestri

Dev:

crabowitz

Tools:

GM:S 2

Web:

crabowitz.tumblr.com

+ 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.

Project K2

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

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Mainly worked on plot and design
+ More enemy corpses implemented
+ Fixed several bugs from backlog

DIPswitch

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)

Rune Revolver

Dev:

Monchop

Tools:

GMS/Aseprite

+ Fixed a reload timing issue
- THAT'S IT

Spaceship Crew Self-Defense Simulator

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

dung___

Dev:

anon

Tools:

C#

+ reworked battles to actually work
+ can defend
+ can heal
- it's all retarded and needs to be remade again

Metrognome

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)

Unnameable fighting game

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.

Locked Masts

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.

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ 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 :/

Explorer

Dev:

Sheepolution

Tools:

Sublime Text 3, Notepad 2

Web:

sheepolution.com

+ Various grammar and bugfixes
+ Started working on combat

jamos

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

Sim Loli

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.

Gunsun Zeros

Dev:

GearSting

Tools:

UE4, Blender, Affinity Designer

Web:

gearsting.tumblr.com

+ 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

Ironmash!

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

Four's Journey

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

Kugelblitz

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.

Chronospira

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

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ 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

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ 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