July 2017 (Week 1)

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

+ Made some changes, according to demoday suggestions:
+ WASD/arrows camera panning
+ Fixed healthbars
+ To switch the selected unit, you can just click on it instead of bringing out the menu if it's the only option
+ Added an arrow that shows the path your unit will take before moving

Petite Witches

Dev:

Dwarfdev

Tools:

Godot, Krita, Clip Studio Paint

Web:

twitter.com/DwarfDev

+ Further battle refactoring
+ Add proper player damage animation and effects
+ All battle menus are functional now
+ Add action command
+ One level's graphics redrawn

Bravely Fantasy: Persona Edition

Dev:

Anon

Tools:

Monogame

+ Started the 2nd out of three Party Member, a Female Paladin
+ Most Transitions in combat are now animated
+ End of Combat info about experience and items gained has graphics now

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Began implementing more feedback from DD15. Several player ability attributes altered.
+ Implemented framework for the round timer. When it hits 0, you lose the match.

Still Not Dead

Dev:

Glove Games

Tools:

Unity, aesprite, sfxr

+ steam achievements
+ steam trading cards and other shit
+ released the game to public

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Fixed bug whereby you would stay zoomed in if you switched out of the submachinegun
+ You can now configure the field of view using the game settings file
+ Fullscreen settings option is now updated properly when you change mode with Alt-Enter
+ Working on some underlying changes to fix stuttering from the garbage collector

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Finally integrated the warhammer into the game.
+ Started working on the warhammer attack combo.
- The blurred background effect in the pause menu fucks up when camera is near a light source, contemplating whether I allot time to fix it or just leave it black.

Totally not Castlevania

Dev:

Anon

Tools:

Game Maker, Photoshop

+ Finished a shitty boss
+ Made an intro/story screen
+ Started working on a new enemy
+ Started working on a background tileset
- Still have a lot of stolen assets I need to replace
- Found a couple of huge bugs to fix
- I suck at balancing difficulty

Nox Striga

Dev:

Mez

Tools:

Unity, Blender, Paint.Net, Gimp

+ Reworked the quick encounters. (UI, state machine, dictionary usage, etc.) It's now possible to do a complete one.
+ The dialogues are being reworked, so far the UI is done.
+ Some improvement done to each area.
+ Made a few particles effects.
+ New avatars, textures, etc.
- Tried to do the bones/animate in blender, boy am I bad at this. Will have to restart, and redo the model as well.

Unnamed Pixel Platformer

Dev:

Anonymous

Tools:

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

+ Fixed a game crash and a handful of other bugs
+ Adjusted some of the attacks based on feedback
- That's all, no new stuff

Kniggit (working title)

Dev:

Oakleaf

Tools:

GMS 1.4

Web:

oakleaff.itch.io/kniggitdemo

+ First Recap
+ Combat system with hp, stamina, blocking and hit combos
+ 5 Enemy types, including a resurrecting necromancer
+ Working level generation with heightmap and ruins
+ Refractoring & optimizing code

Love Letters to Generico

Dev:

YamsDev

Tools:

GMS2, Aseprite

+ Started just like making game
+ Added turn order
+ I think it's working
- I stole the graphics from FF1

MoGiSho (Moth Girl Shooter)

Dev:

WRIT

Tools:

GM:S 1.4

Web:

thirdkeyofsun.tumblr.com
twitter.com/thirdkeyofsun

+ Added homing shot type options to Lore
+ Reverted homing behavior to option shots created only during focus mode and the trade-off of speed for homing feels like a better balance.
+ Lore's main shot now very slightly curves towards enemies in focus mode
- Redoing burst system
- Need to add new universal score system
- Need to change/modify Sana and Blue's shot type
- Work on stage 2 halted for above changes

Ye Olde Noir GTA

Dev:

Drury

Tools:

Unity, Paint.NET

Web:

drury.itch.io

+ AI cars seek and follow roads
+ Began work on intersection logic
+ Added handbrake and tire smoke particle effect
- Didn't manage to fix an annoying lighting bug; maybe later

Harmon:i:c

Dev:

AWK

Tools:

Godot

Web:

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

+ First week of the refactor/port to Godot 3.0
+ I made a module system that lets me build actors using generic nodes, a wall is made of an mSolid which defines its shape and layer in the level's grid, I can combine several mSolid modules to make bigger objects, I can also easily add an mControl module to the wall to make it controllable by the player (or AI) and an mAudio module to make a sound every time the move function is called for example
+ Expanded debug message system that shows which node is sending the message and its position
+ Input (with configurable echo timings), level grid, module logic, collision, the very basics are done
- Nothing visually interesting to show so have debug messages instead

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ imported teleporter model
+ replaced the glass shader on the bridge model, fps is now much better
+ minor optimizations and tweaks
+ Menu prototype!
- The new glass shader doesn't look as good as the old one.

Good Night, Knight

Dev:

Knightdev

Tools:

GM:S, Aseprite

Web:

knightdev.tumblr.com

+ Real-time text-based eavesdropping
+ New potion
+ Reworking potions (Individual potion bars instead of a generalized one)
+ Started on a small, but time-consuming, HUD rework

Shipwreck

Dev:

ELB

Tools:

GMS 1.4

+ Whip weapon
+ Multiplayer Splitscreen
+ GUI basics
+ Basic bug fixes

boxing

Tools:

blender, UE4

+ made panties, spats
- version I had been working on of the model was actually the version with the old outfit merged onto the mesh. reopened the original body and resized all the parts to fit the base, nude model.
- having no internet, I was even less productive than usual

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Level 2 boss getting done
+ Some rebalancing level 2
+ Additions to the score system
+ Added stage based grading instead of entire runs
+ Bug fixes all around
+ Lots of buzz on Japanese twitter
- Almost forgot the recap

Arrowpit

Dev:

Phantomcorps

Tools:

Game maker, Aseprite, Pulse boy, Srfx

Web:

phantomcorps.itch.io

+ Character select almost done
+ Character Levels implemented
+ Now you can play on controllers
+ 4th character added
+ Title screen in progress
+ Getting better at GM2 and sending stuff we made in GM1 in
- Online is tough shit
- No HUD yet

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Finished 2nd part of first stage
+ Clearer concept of overall game
+ Working on incremental height for the camera rather than following the player 1:1 since some have complained about it
+ Getting better and better at making textures
- Thinking of different and fun puzzles is hard as hell
- Work taking up a lot of time as usual
- tfw no gf

Project M

Dev:

Adam

Tools:

Unity, Blender

Web:

twitter.com/7TowersSoftware

+ Added companion AI
+ Adding new internal slots
+ Cleaned up some spaghetti code
+ Gave a facelift to one of my first mechs
- new slots will take some time
- should probably rebuild my player-prefab
- color customization needs some love
- to-do list got pretty long

Spaceship Crew Self-Defense Simulator

Dev:

chaikaDev

Tools:

GMS 1.4

+ mostly fixed performance issues
+ worked on implementing new character sprites
+ added in-game terminals to see air levels
+ fixed miscellaneous issues after getting feedback from DD15
- lost two days of work because of me feeling down

Unnamed TRPG

Dev:

Gremolin

Tools:

Unity

+ Setting up different teams
+ Adding select opponent menu
+ Can confirm and cancel moves.
- Car and washing machine broke down so getting them fixed took priority. Slow week

Legacy Code

Dev:

cytoshift

Tools:

GMS, Photoshop

Web:

cytoshift.tumblr.com

+ Hitboxes are frame perfect and player wins ties
+ Player always sprints
+ Game saves settings
- Refactoring some things took a while
- Summer classes started yesterday