June 2017 (Week 4)

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Made and rigged some pipes, turn the valve to shut them off.
+ Working on sort of a puzzle so that there is more to do in the game than collect coins.
+ Made some optimizations with the graphics. Tweaked graphics presets to fit different kinds of hardware.
+ DD15 build is almost done, although the map is much smaller than I wanted. Now to finish the puzzle and kill any game-breaking bugs.
- Since I have a lot more content in this build, I'm getting concerns about performance. We'll see how it turns out.

Paper Bugs

Dev:

PaperBugDev

Tools:

Unity, Blender

Web:

paperbugdev.tumblr.com
twitter.com/PaperBugDev

+ Bee has new basic attack and everyone has new set of battle animations
+ Item flower greyed out if you have no items
+ Turn Relays implemented
+ Just general graphics improvements

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Level 2 part 2 nearing completion
+ Level 2 boss being prototyped out
+ Optimized the game and compile times somewhat
+ Fixed a bunch of crashes on level 1
- Won't be in DD15 due to not having enough new content, a more through rebalancing of level 1 or a non-shit tutorial

Nox Striga

Dev:

Mez

Tools:

Unity, Blender, Paint.Net, Gimp

+ New Primordial area is started, with a bunch of textures and enemy models. (Will need more later on)
+ New models and textures for other planned areas.
+ New pause menu, so now I can move to all scenes and stop or quit the game from anywhere.
+ New "admin" menu in the encounter so I can freely test the card features as I implement them.
+ Basic hand/deck management features started.
+ A bunch of UI stuff in preparation for a future character menu as also been made.
- Still no animations for the main character, which also needs a new on theme model instead of the dummy one I made.

Vampire's Bit

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com
twitter.com/jcsvampire

+ Finished male villagers spritesheet
+ Male villagers are now in game
+ Got some ideas for more level variation
- Not sure on how I'll organize those ideas
- Some big choices to make

Still Not Dead

Dev:

Glove Games

Tools:

Unity, aesprite, sfxr

+ made trailer
+ made steam page
+ bug fixes

Mega Penguin Sphere

Dev:

Not Anon

Tools:

UE4, Blender, Gimp

+ Made a couple levels
+ Started working on the Tutorial
+ Water shader almost complete
+ Gamepad support
+ Basic animation, more planned down the line
- Much less content than what I expected to have for demo day
- Both friends who played through the supposedly easy levels had some trouble with the difficulty
- Character is super jittery when the ball moves fast (no impact on gameplay)

FNW

Dev:

f-dev

Tools:

Blender, UE4

+ retopo torso, breasts, neck, hands and some polish (others done last week)
+ UV unwrapping
- hands lacking some detail, but moving on
- feet were not done properly. 'socks' are there instead.
- knees not done well, will be a pain to rig.

jamos

Dev:

anon

Tools:

c sdl allegro

+ just came home from first day of new job
- I leave home at 6:30am and get back and finish dinner at 8:10pm then I have to go to bed in an hour so I will only do much dev in the weekend
+ Fixed an issue in the original allegro 4.4 source code that caused an infrequent hang on linux (to do with locking the interrupt list from a timer callback if the list was already locked)
+ added run-time resizing without restarting and fixed how I use sdl2 system so rescaling doesnt get messed when change res
+ because you can run game at 640x480 res, resize the window to 800x700 which will render at 640x480, scale it up to 800x600, and then add black bars to 800x700, then if you change internal resolution to 800x600, it will undo the scaling and just add black bars

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

sgtadman.itch.io/bullet-hell-lane-shooter

+ Scrapped the sub-system I was building and made it again in a different way. It's hard-coded stuff now, but at least it works
+ I can kind of make patterns of objects and boss waves with it now
- Needs tweaking
- Took WAY too much time.

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Finished creating 3d model for the warhammer.
+ Started working on the warhammer animations.
+ Anon was kind enough to provide tips on how a warhammer would be used in real life with a video demonstration. Thanks anon!
- Started trying out level design but quickly realized I need to learn fundamentals & experiment first before going full production mode into it.

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

+ made a map editor, started working on additional maps
+ changed the Dwarf Queen's Totem summoning ability for balance purposes (no idea if it will actually help)
+ most skills have custom animations now
+ you can select the map you want both n single and multiplayer
+ new skill for the siren that will maybe make her more useful after the terrain is changed
+ almost ready for demo day

Island of 1000 Crabs

Dev:

Cosmo

Tools:

GM:S

Web:

cosmonautical.itch.io/crab-island

+ adding tier 3 towers, groundwork is done
+ arc tower and tremor tower are in, lunar is next
- I've learned so much in this project that when I revisit old lines of code it's an abomination

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Plasma Rifle is textured, hands have been animated to hold it
+ New projectiles, ammo pickups, and hit-effects for plasma rifle
+ Plasma Rifle rapid-fires blobs as primary fire, stun wave for secondary
+ Eliminated a seriously annoying bug causing a NaN to sneak into physics calculations
+ Recorded and mixed new barks for the Saw Charger enemies

Spaceship Crew Self-Defense Simulator

Dev:

chaikaDev

Tools:

GMS 1.4

+ mouse trap working perfectly
+ camera is now dynamic
+ more visible cursor (pixels are colored as the inverse of the background)
+ player can drop items and drag and drop in his inventory
+ enemies can patrol
+ enemies will wait for doors to open instead of sometimes glitching through
+ various bug fixing
+ new weapon : c4

Project M

Dev:

Adam

Tools:

Unity, Blender

Web:

twitter.com/7TowersSoftware

+ basic color customization is in
+ almost finished texturing&adding a new mecha-set
+ made a twitter and started shilling
- shilling on twitter feels pointless
- not much progress otherwise

Bravely Fantasy: Persona Edition

Dev:

Anon

Tools:

Monogame

+ Combat Interface finished for the most part
+ Added Overworld Sprites for the player character
+ 2 out of 42 spell animations finished
- I don't know how to shade art

Little Red Hiding Hood

Dev:

Squaredev

Tools:

Unity, Blender, Photoshop

Web:

squaredev.tumblr.com

+ Fixed the guard behavior
+ Implemented running and sneaking
+ Working on inventory, almost finished the throwing mechanic
+ Added character models in the game

Restless Dreams

Dev:

Nied

Tools:

Game Maker 8, Paint.net

Web:

naeko-studios.tumblr.com

+ Back once again.
+ Reworked some minor bugs.
+ Mostly artstuff reworked.
+ Most inventory items are finished.
- Still haven't implement ammo.
- No new screenshots/webms yet.
- Probably will never make it to demoday.

Unnamed TRPG

Dev:

Gremolin

Tools:

Unity

+ Can move the unit
+ Put in a grid based movement.

Metrognome

Dev:

Apollo

Tools:

GMS, Audacity

+ Some more animation and animation polishing.
+ Added a chest that spits out various items when opened.
+ Started working on some attack animations and enemies
- Probably not making demo day.

sports

Dev:

alloyed, runninblood

Tools:

love

Web:

twitter.com/alloyed_devs

+ actual online net tests
+ placeholder music/sfx
+ tutorial screen
- spent 2 days messing with the netcode just to revert all of it

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Lore
+ Refactoring
+ Pleasantly surprised by accidental performance improvements
+ Devised a workaround for some bullshit while I'm waiting for upstream fixes
- I had to make the same edits dozens of times in every file
- It was a fucking pain in the ass and the next step will be a lot worse

Legacy Code

Dev:

cytoshift

Tools:

GMS, Photoshop

Web:

cytoshift.tumblr.com

+ Slide kick by pressing down and attack
+ Spikes implemented but don't spawn yet
+ Exploding barrels spawn in the levels
- Need music by demo day

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Completed making an optional tutorial for those that need some hand-holding.
+ Almost all player states are functional! Just need to work on polish. Tonight I'll be working on the player's failure states and victory states.
- At this point it's beginning to look like my art from here on out is all going to just be placeholders...

Geoya

Dev:

anon

Tools:

SFML C++ Blender

+ counter attacks and first strikes in
+ pathfinding accounts for troops as obstacles now
+ more animations
- no demo for demoday

Seasons Past

Dev:

ambientdev

Tools:

GM:S

Web:

ambientdev.itch.io/seasons-past

+ objective markers, sprite darkening when units are in shadows, fade efeect for transparency, juicy healthbars
+ ranged enemies, art, character respawn points, misc bugs
- need to figure out the mission i'm going to make for demoday

Harmon:i:c

Dev:

AWK

Tools:

Godot

Web:

awk.itch.io/harmonic
twitter.com/AWKgamedev
awkgamedev.tumblr.com

+ Finished last two levels for the first chapter
+ Fixed a bunch of bugs
+ Goals now show a preview of the next level and the position the player will be in when entering it
- There's nothing left to do until Demo Day other than fixing some tiny bugs and maybe adding a splash screen with the controls since people don't like to read readmes

Whimp the Bold

Dev:

AttaBoy

Tools:

GM:S, Aseprite

Web:

twitter.com/AttaBoyGames
attaboydev.tumblr.com

+ Showed my game off at a convention, met some streamers and got lots of feedback and love
+ Won a big award that came with money and social media promotion
+ Demo actually mildly stable by the end of the con, so good start for demo day
+ Super Best Friends Play mentioned it
- Every day at the con started off rocky with crashes and shit, super stressful
- Still haven't finished background art fully
- people now have expectations irl