June 2017 (Week 5)

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Slightly increased length of Spear.
+ Enemies now only detect the player if their vision isn't obstructed.
+ Made a test level for Demo Day 15.
+ Gathered many good and actionable feedback.

Spaceship Crew Self-Defense Simulator

Dev:

chaikaDev

Tools:

GMS 1.4

+ added ammo system
+ added item description for the inventory
+ windows can be destroyed with explosives
+ added a swap functionality in the inventory
+ added easteregg
+ released version for DD15
- big performance issues

Good Night, Knight

Dev:

Knightdev

Tools:

GM:S, Aseprite

Web:

knightdev.tumblr.com

+ Noise system for detecting noisy unseen enemies
+ New enemy
+ Added three new items
+ Many field of view optimizations and bugfixes

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Melee attack pushes back the user
+ Melee attack has wider collision detection with enemies and smaller with tiles
+ Added jumping enemy
+ Fixed projectile collision crash

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Built the pattern system that generates objects per wave
+ Currently rebuilding it to take the update tick into account which should give me considerable flexibility in object generation, meaning I should be able to dictate specific power-up items or enemies should I wish.
- This specific system has taken me a month to get working properly.

Totally not Castlevania

Dev:

Anon

Tools:

Game Maker, Photoshop

+ Fixed tons of bugs
+ Tweaked zombie's AI a little
+ Made a ghost enemy that acts like Medusa heads
+ Started working on a really simple boss
+ First Stage's layout is pretty much ready
- Still not a single background tile anywhere
- More bugs fucking everywhere

Unnamed Pixel Platformer

Dev:

Anonymous

Tools:

C++, Code::Blocks, SDL2, Aseprite, Tiled

+ Posted a demo for DD15
+ Made a new level to show off the new features added since last demo
+ Some new sprites for enemy hurt states
+ Fixed some issues based on demo feedback
- One year in the making, and still no name

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Participated in DD15! A playable demo is downloadable there.
+ Many missing behaviors implemented and primary game loop closed.
+ Player now has limited lives and it is harder to get back up on successive knockdowns.
+ Victory states mostly done. Unintentionally made the enemy have a decent one because of how attack queuing works, but it looks cool so I'm keeping it for now.
+ Going to begin work on gamemodes next, implementing the basics of Championchip, Single Fighter, and Endless modes. Also going to need to implement more menus and an enemy fighter select screen as a result.
- -Something something art

Vampire's Bit

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com
twitter.com/jcsvampire

+ Focusing a lot on art this week
+ Still cleaning some tiles
+ Seems I found a way to add the colors I wanted to the palette
- Will have to redo some assets and some people will hate the changes
- Still unsure on how I want to organize levels
- Didn't code anything new

sports

Dev:

alloyed, runninblood

Tools:

love

Web:

twitter.com/alloyed_devs

+ lots of small polish-related stuff
+ music fades
+ locked game to 60fps
+ juiced up target animations
+ local leaderboard
+ demon day

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

+ demo day!
+ menus look neater now
+ fixed some minor bugs caused by skill activation
+ added healthbars, so you can better see the sate of the game at a glance

FTC

Dev:

RPG

Tools:

UTY

Web:

fleettacticalcommand.com

+ Tutorial Script, Mock-up, Storyboard
+ Tutorial Art Plan
+ Clean Project Setup
+ Icons & Cursors
+ Time Mechanics
+ Repair Systems
+ Functional UI Implementation
- Announcement Trailer
- Playable Version

Nox Striga

Dev:

Mez

Tools:

Unity, Blender, Paint.Net, Gimp

+ New Rain Temple area started.
+ Some basic AI for patrolling/detecting/stopping the player and forcing an encounter.
+ About the encounters: Worked on the card library and manipulation, did develop a quick mode with very basic cards to test this. Its using the library properly, however it will soon be changed to be more unique and interesting (so that it can coexist with the main card matches).
+ New splash screens for each area.
+ New models & textures.
+ A lot of preparation for the actual cards (images/stats/abilities, all that stuff).

Gunsun Zeros

Dev:

GearSting

Tools:

UE4, Blender, Affinity Designer

Web:

gearsting.tumblr.com

+ Particle effects for muzzle flash and explosions
+ Weapon and power up pickup models/animation
+ Player character doesn't move faster diagonally anymore
+ Health and charge bar ui
+ Bug fixes
+ Made grenade launcher
+ Modelled new robot but need to implement him
- Lots of progress because I missed the last recap

Harmon:i:c

Dev:

AWK

Tools:

Godot

Web:

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

+ Released v0.0.5
+ Intro animation
+ Help screen with the controls
+ Changed joystick controls to something better
+ Removed the buggy crashy level transition and replaced it with the good old black swipe
+ Lots of bugfixes
+ Buncha secret stuff
+ With Demo Day and hopefully all bad bugs out of the way, I can focus my efforts on redoing EVERYTHING in the next 2 months not only to port it to Godot 3.0 but also banish the horrible core code I made, this game started as a 3-day jam project so tidiness wasn't in my mind at the time
+ We will find out if the Demo Day bot supports gifs

Unnamed TRPG

Dev:

Gremolin

Tools:

Unity

+ Added turns
+ Menu appears
+ Mostly coding.

Geoya

Dev:

anon

Tools:

SFML C++ Blender

+ bug fixes
- that's it :(

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Refactoring
+ Fleshed out some important scenes for a major storyline
- There's a bunch of zero-G sex but I'm implying it instead of describing it so I feel like a heretic

Metrognome

Dev:

Apollo

Tools:

GMS, Audacity

+ Can throw pots shattering them to pieces.
+ Added some new sound effects.
+ Added a health system with upgrades

boxing

Tools:

blender, UE4

+ head, hair retopo
+ eyes, eyebrows, lashes but no textures still
+ rigged the body, converted for gloves. no hands.
+ made boxing gloves
+ made boxing ring, no physics or rig yet
+ lighting from invisible sources
+ started converting first person template setup
+ postprocessing an outline, and basic tweaking
- internet broke, might be dead for up to a week
- converted to a boxing game
- IK bones being a pain in the ass to set up right

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Made a DD build, that's about it

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Learned a lot about voice work while making an explainer video for the ransomware mechanic
+ Script/storyboard progress
+ Random refactoring/bugfixes
- didn't demoday

Unknown World

Dev:

Dewdneym

Tools:

RPG Maker VX Ace

Web:

dewdneym.tumblr.com

+ made town tiles on the overworld match their actual layout
+ started a new tileset for a desert town
+ fixed a bunch of bugs, need to update demo soon
- making the oasis was a pain in the ass. Still might be too small
- need to ask around for more prop ideas

Bravely Fantasy: Persona Edition

Dev:

Anon

Tools:

Monogame

+ Working on the first dungeon of the game, a forest zone
+ More spells animations finished
- Sleep schedule is absolutely ruined so work is pretty slow

Arrowpit

Dev:

Phantomcorps

Tools:

Game maker, Aseprite, Pulse boy, Srfx

Web:

phantomcorps.itch.io

+ Fixed walls teleporting the player to hell
+ Fixed the physics making the player move by itself
+ Working in the online mode so it doesnt become harder to make later
- No title screen or character select yet

Legacy Code

Dev:

cytoshift

Tools:

GMS, Photoshop

Web:

cytoshift.tumblr.com

+ Camera polish, holding up/down moves it
+ Redo player hud
+ Add some quick'n'easy help text to hud
+ Barrel polish, smoke etc, harder to hurt yourself with them
+ Remove spikes and most doors
+ New tutorial
+ Add super alpha not final music, some missing sounds
+ Refactor level generation
+ Add art for the starting room
+ Balancing (more player hp, frogs die in 1 hit, more drones in bigger buildings)
- Literally flip my sleep sched around by implementing all this at the last second
- Art guy out of town for a bit

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Re-implemented most of the lightning attack moveset
+ Made a lightning hit effect
+ Player state refactoring almost complete, can work on restoring bosses soon
- Video games are distracting
- Need to re-do the animation for the lightning hit effect