June 2017 (Week 2)

Ancient Saga

Dev:

Plessy

Tools:

C#/Monogame

Web:

teamessell.tumblr.com

+ Optimized particles to be able to display 10x the previous amount without lag.
+ Finished the action timeline tool.
+ Updated passives again to show what kind of equipment they can be placed on.
- Still not much in the way of progress overall.

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ More props, made a bridge/railing tile set
+ Coins and wrenches now magnet fly to the player if he comes close enough
+ Tweaked jumping
+ Tweaked shooting/aiming, new crosshair when aiming
+ Started working on building interior

Mega Penguin Sphere

Dev:

Not Anon

Tools:

UE4, Blender, Gimp

+ Easy to tweak spline meshes for level designing
+ Rotating camera that showcases the level
+ Level transitions
+ Player can lose
+ Other misc. gameplay elements (bumpers, boosters, surfaces...)
+ Made some materials that might be useful later
- Need to find a proper name
- Bad Models
- Bad UVs
- Bad Textures

Gunsun Zeros

Dev:

GearSting

Tools:

UE4, Blender, Affinity Designer

Web:

gearsting.tumblr.com

+ Made model for robot enemy
+ Some animation for robot
+ Made some enemy ai to jump over and strafe around obstacles so it can shoot you
+ Made enemy faster and enemy projectile larger and faster for slight increase in difficulty
+ Improved hit boxes and hit detection
+ Gave machine gun bullet spread
- Not a lot this week. Modelling, animating and hit detection screwed me up a bit for time.

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Added knife weapon
+ Added support for deflecting projectiles back at enemies
+ Clinging to walls slows down falling
+ Changed rope sliding

Neon Knights

Dev:

bokchoydev

Tools:

Unity, Pyxel Edit

Web:

bokchoydev.tumblr.com

+ Abilities on the hot bar are now saved between levels and sessions
+ Reworked quest system
- Progress is slow
- Still need to optimize fov so that there aren't weird artifacts

jamos

Dev:

anon

Tools:

c sdl allegro

+ still working on windows
- gcc gives more errors in optimisation mode, because inliner gives more info

Four's Journey

Dev:

---

Tools:

BlitzMax, opengameart.org

+ Added combat between monsters, and monster factions. Villagers will now gang up on stray enemies or, if you attack them, on you
+ Added some spells
+ Added a combat system that takes armor and other stats into account

Crawler Crew

Dev:

crawlercrew

Tools:

Unity, C#, Aseprite

Web:

crawlercrew.tumblr.com

+ Added Cannon Enemy
+ Reworked and added Physics based movement scheme. Tanks can now drift.
+ Added simple working Enemy AI
+ Refactored GameManager and all related scripts (FX, SFX, Debug, Controls)
+ New DesignDoc specific to RPG mechanics
+ Recruited DevFriend to help me set up the RPG aspects of the game
+ Set up GIT repo
- Was sick home from work. Hence see above.

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ My sanity is recovering
+ Designed some more ships based on a dream I had where people were playing my game
- After making models of them, I realized they suck
- Rewriting all my shit for a new ECS API is a giant pain in the ass

Unnameable fighting game

Dev:

Nameless team

Tools:

C++ OpenGl

+ Redid camera and boundary collision and corner protection
- But the camera still snaps instead of moving smoothly
- Corner protection is a bitch so there are still some specific bugs.
+ Refactored the push mechanic
- Friction is now too high and old push values make it look like shit.
+ Worked on hitstun
- Hitstun is still unfinished / in researching stage
+ Working on netcode now
- Netcode means less time for me to work on the actual game.

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Small amounts of progress this week, but nothing substantial.
- I can't stop forgetting the image for these.

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Fixed lots of bugs, ranging from problems with attack button inputs, to the placement of enemy healthbars being way off if the screen ratio isn't 16:9
+ Thumbnails in the Attack Editor are now spritesheets (automatically generated) instead of a 3d model being rendered into the GUI. This results in lower CPU usage when viewing the list of attacks when editing. This also got rid of a bug where thumbnails are missing after running the game.
+ Added a fluttering wind effect on the player's cape when he charges the Rapier for a charged attack.

sports

Dev:

alloyed, runninblood

Tools:

love

Web:

twitter.com/alloyed_devs

+ mixel cameras
+ actual win condition
+ multiplayer state sync
- game server inexplicably crashes but only on my VPS

Geoya

Dev:

anon

Tools:

SFML C++ Blender

+ lightened everything
+ more anims, gave existing anims more frames
+ figured out how the base combat will work
- refactoring is boring

Whimp the Bold

Dev:

AttaBoy

Tools:

GM:S, Aseprite

Web:

twitter.com/AttaBoyGames
attaboydev.tumblr.com

+ Been working hard for an upcoming convention
+ Monkey enemy design + animations + gameplay
+ Early beginnings of a level-editor like thing
- So much to do before this convention
- Took forever revising a run animation

Nox Striga

Dev:

Mez

Tools:

Unity, Blender, Paint.Net, Gimp

+ Basic movements (walk/run/jump).
+ Have proper camera who follow and doesn't get stuck, deal with occlusion.
+ Made a basic character model to use for testing purposes.
+ Made a few decoration and textures to start with.
+ Added test scene to the menu options
+ Rest is all planning for player/AI interactions
- Not really satisfied with the animation so I'll redo that

Seasons Past

Dev:

ambientdev

Tools:

GM:S

Web:

ambientdev.itch.io/seasons-past

+ implemented buildings with shadows
+ figured out how rooms should look
+ basic structure of the game is there
- still need to figure out how i'm going to spawn enemies in terms of game design, not implementation
- need to work on animations

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

+ drawing,drawing,drawing
+ finished the skills in the merfolk roster
- not yet finished the custom art for them