June 2017 (Week 1)

Monolith

Dev:

Team D-13

Tools:

GM: Studio, Paint.net, pxTone

Web:

team-d13.com/monolith

+ another boss AND True Last Boss(?) finished
+ 2 final music tracks
+ ending
+ bosses leave a small extra reward on death
+ another upgrade
+ finished the third pause screen
+ buffed slaywords
+ final tweaks and changes
- this is our final progress entry. it's been fun. thank you very much everyone.

MoGiSho (Moth Girl Shooter)

Dev:

WRIT

Tools:

GM:S 1.4

Web:

thirdkeyofsun.tumblr.com
twitter.com/thirdkeyofsun

+ Implemented moth specific mechanics gauges
+ Started the animation for the 'wake' generated by Lore's burst attack
+ Normalized Lore's burst attack damage so it is unchanged regardless of how filled her gauge is
+ As a result of the damage change now Lore's burst only gets a score bonus when it is above 3.1 (graze effect is unchanged)
+ Consolidated Blue's sword modes into her focused/unfocused states
+ Added high damage sword jab to Blue in focus mode and kept circular sword swing which grazes for unfocused
+ Increase damage of Blue's indigo beam to 2.7 and decreased her tracer shot damage to .33 to compensate
+ Made 'bombing' cost 2 resources for Lore/Sana after balance testing
+ Took a solid nerf bat to Sana and decreased her speed even further and boosted her damage slightly to balance. Auto-dust temporarily removed for re-evaluation.
+ A bunch of art that really doesn't need to be blog posted here
- Still about a week out from being able to get back into second stage layout in earnest

Unnameable fighting game

Dev:

Nameless team

Tools:

C++ OpenGl

+ Blocking almost done
+ Camera collision almost done
+ Artist is finishing basic movement

Mirklings

Dev:

Dogma

Tools:

SD2L/KOS/C

Web:

dogmacompany.com

+ Actually made design notes
+ Reimplemented most datastructures so I can display enough Mirklings without lag
+ added basic gameplay (i.e. shoot the squishy little things)
- I'm really slow lately
- Not sure if I can finish the first prototype by wednesday
- I can't come up with a way to make the game concept less boring

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Falling while sliding transitions into spin jump
+ Added subtle ledge grab sway
+ Added juicier enemy damage animation
+ Fixed tunnel boost jumping and trigger
+ Added bounce and kill bonus for Impact
+ Added better visuals for Impact
+ Improved dashing controls
+ Made permanent/semi-permanent entity states like enemy death simpler
+ Brought back damage knockback to spikes
+ Started working on some test tileset assets

I Can't Think Of A Good Name For This Game

Dev:

galpop anon

Tools:

GM Studio, GraphicsGale

+ pre-title intro screen
+ level with LEGO Bricktopia mechanics, pseudo-3D carousel design
+ game pauses if joypad is connected/removed
+ pause/game over/level clear menu updated with subweapon buttons
+ fixed bug where paddle attachments and/or ball would move on their own while the player was frozen
- conveyor-belt boss half-finished, needs a revised state engine
- ninja-nun boss room available but boss is non-existent atm

dung___

Dev:

anon

Tools:

C#

+ multitarget damaging and healing skills
- spent all week making my spaghetti a little bit more edible so no new features

Geoya

Dev:

anon

Tools:

SFML C++ Blender

+ all attack anims in
+ basic 'outline' shader, just for telling sides apart for now
+ refactoring
- flip flopping on gameplay design choices

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Attack Editor now allows hit detection for attacks to be either box, sphere, or capsule, in addition to the already existing weapon raycast method. This will be used later on for the player's warhammer attack slamming the ground, which will create a spherical AOE damage.
+ Enemies can now optionally cancel their attacks, letting them execute their combo faster.

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Got main functionality of Key item's menu done
+ About halfway done with the mods menu (It's pretty much just a badge equipment system)
- Desire to do other things increases as GUI work continues

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Level props
+ Demo level layout done for a hundredth time already
- I can't level design for shit.

LynxVania

Dev:

Stephen Lynx

Tools:

Irrlicht, SDL2, bullet3d, lua

Web:

gitgud.io/LynxVania

+ Camera boundaries
+ Line of sight
+ Game settings menu

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Wrote a few example missions to play around with text template bullshit
+ FINALLY updated the asset loader to use a newer/better serialization scheme
+ Started splitting up all the asset stuff into a separate library so the map editor can use the same deserialization code
- Had a nervous breakdown over work stuff that's out of my control
- Told someone how I felt
- I fucked up
- I fucked up
- I fucked up

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ More of level 2
+ Working on the stage 2 miniboss
+ Settings now save/load from a file
+ More video options, like starting in fullscreen and borderless window
+ Player now does a sweet spin while bursting
- art for miniboss might take a bit

Kugelblitz

Dev:

Pipedev

Tools:

Blender, UE4

+ Got some basic blocking collisions going
+ Reworked the coordinate system to be way more flexible. I can basically get any point in my world with my coordinates without needing an actor to actually be there.
- Gonna make better collisions.

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Got the vast majority of the coding and frame data done for the first enemy's super attack.
+ Potential end to artist woes in sight for the end of this month?
- forgot to include a picture for the recap like an idiot, again.

Sim Loli

Dev:

Anon

Tools:

C++

+ Worked on a lolidom scene where the loli can demand to be the doctor instead of the patient when you try to play doctor with her
+ Reworked events/behaviour trees to use a unified value system
+ Bugfixes
+ More other misc dialogue work
+ 10% puffier cunny

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

+ figuring out how to make the interface more intuitive
- designing is hard
- couldn't make more time to work this week
+ fixed a couple bugs with the combat and a skill

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Charger chooses between two different attack animations based on range
+ Charger have a stunned animation for when they take enough damage in a short time
+ TVBots now move dramatically slower to match the actual animation speed

jamos

Dev:

anon

Tools:

c sdl allegro

+ porting to linux
- compile errors