June 2017 (Week 3)

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Third enemy super implemented: Rapid Hooks!
+ First rapid attack super means rapid jabs will be much faster to implment.
+ Implemented the first half of an optional hand-holdy tutorial.
- What even IS art?

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

+ all the gameplay for the next demo day is done already
+ more new graphics
+ more particle effects
+ more bling
- still not enough bling

Little Red Hiding Hood

Dev:

Squaredev

Tools:

Unity, Blender, Photoshop

Web:

squaredev.tumblr.com

+ First recap
+ Base guard AI behavior works correctly
+ Inventory system is coming along, although it needs some fixing
+ Player can now pick up, select, and drop items
+ Finally started modeling the two main characters of the game, Red (the player character) and the Wolf (the guard)
- Not sure how to handle the item throwing
- I did plan how to simulate hearing for the guards, but I'm expecting to have to rethink everything once I try implementing it for real

Mega Penguin Sphere

Dev:

Not Anon

Tools:

UE4, Blender, Gimp

+ made a couple levels
+ Figured out the workflow to turn a bunch of shapes into a single one that shades correctly
- Spent way too much time finding that workflow
- Lighting is also giving issues when built (artifacts)
- Basically didn't work from thursday to sunday

Island of 1000 Crabs

Dev:

Cosmo

Tools:

GM:S

Web:

cosmonautical.itch.io/crab-island

+ Dynamic level pieces, ie checkpoints and teleporters
+ Game is actually fun (for me)
- For some reason building walls inexplicably broke for no reason and then fixed itself without me doing anything and I don't know why

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Enemy AI can now dodge the player's attacks
+ Started concept sketches on player's 3rd weapon: a two-handed warhammer

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Changed tunnel boost controls
+ Added initial arm animation for melee
+ Refactored map and collision container
+ Did some experimental map transition
+ Refactored and changed swimming
+ Added machinegun upgrade
+ Improved screen shake
+ Worked on some art and design
+ Some bug fixes

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Chargers attacks now use the same function as the data-spike so they can actually hit you
+ Chargers sawblades now spin as they attack, spitting out sparks and smoke
+ Enemy faces are now emissive, chargers change screen based on state
+ Modeled up the next weapon: A Plasma Rifle

Bravely Fantasy: Persona Edition

Dev:

Anon

Tools:

Monogame

+ Started implementing graphics and animations
+ Combat halfway done
+ Also working on the overworld map
+ Finished Settings menu for resolution and keybinds
+ Featuring Dante From The Devil May Cry Series

Nox Striga

Dev:

Mez

Tools:

Unity, Blender, Paint.Net, Gimp

+ Decided to split the project into 2 so the scope wasn't insane, had to redo movements and the camera to fit the new isometric style of this one. This is pretty positive, much more focused now.
+ Revised the main menu based on feedback. (mostly cosmetic stuff like the title and fonts)
+ Additional basic models and textures.
+ Made some minor interactions with NPCs.
- Still no animations. (Need at least run and idle).
- Tried to make a few sounds with Audacity, nothing good so far.

sports

Dev:

alloyed, runninblood

Tools:

love

Web:

twitter.com/alloyed_devs

+ per character text FX
+ arrow trails
+ new target sprites, double points for bullseyes
- twitter account ? ? ?

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Made a tileset for the maintenance area
+ Some tweaks
+ Some other minor stuff I forgot
- Progress kinda slow because of the fucking heat wave (40+C all week), running Maya on my rig really doesn't help.

kitty

Dev:

kitty

Tools:

kitty

+ kitty!!!

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Lore
+ Editor UI
- Waiting for a feature to be added to a library so I can fix things
- Need to research Afro-Asiatic languages but they break my brain
- Not gonna finish fun stuff in time for demo day

Vampire's Bit

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com
twitter.com/jcsvampire

+ Made a (hopefully) more readable font
+ Started cleaning up some background tiles
+ Made walking animations for a new NPC
+ Working on a proper end screen
- Haven't touched code at all
- I want to redo a lot of stuff
- Progress will be ridiculously slow

jamos

Dev:

anon

Tools:

c sdl allegro

+ fixed pthreads invalid stack pointer issue in engine
+ now is working on linux too, that is 3 platforms now

Metrognome

Dev:

Apollo

Tools:

GMS, Audacity

+ Made coins bounce in various directions with varying degrees of bounce.
+ Started working on a house entering system, needs polishing.
+ Changed animations for jumping and rolling
+ Camera controls, now looking up makes the camera move up.

Geoya

Dev:

anon

Tools:

SFML C++ Blender

+ some shaders for glyphs
- everytime I go to do a new feature I'm compelled to refactor
+ my codebase is looking pretty good now
- demoday looms

Redlight

Dev:

redlightdev

Tools:

VS, MonoGame, Paint.net

Web:

redlightdev.tumblr.com

+ Started working again
+ Added new ability/attack UI
+ Prepped attack system for future weapons, etc.
+ Began work on level editor (separate program)
- Need more ideas for enemies
- Been working on another side project a lot

Project M

Dev:

Adam

Tools:

Unity, Blender

Web:

twitter.com/7TowersSoftware

+ Added Ragdolls/some simple physics
+ Added bunch of new weapons
+ Added more textures
- No melee progress
- color customization is going to take a lot of work

Neon Knights

Dev:

bokchoydev

Tools:

Unity, Pyxel Edit

Web:

bokchoydev.tumblr.com

+ Reworked Equipment System to be less dumb
+ Moving towards a more traditional talent/skill system instead of the progressive one I had previously
+ Cleaned up AI code so it's more extendable/modular
- Art is still hard

Legacy Code

Dev:

cytoshift

Tools:

GMS, Photoshop

Web:

cytoshift.tumblr.com

+ Add a shitload of sounds
+ You can slam enemies into walls for more damage
+ Slide kick 101
+ Basic camera polish
+ New bg art
- Took a fat vacation from life

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ IRL living arrangements secured through winter
+ Working on 'memdump' mechanics
+ Working on new trailer
+ Working on gameplay demonstration for ransomware/memdump
+ 309 wishlists