July 2017 (Week 2)

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ New enemy animation
+ Rope animation
+ Slide chaining works better
+ Changed dashing particles a little
+ Did more character design
+ Dashing fuel doesn't recover mid-air

Totally not Castlevania

Dev:

Anon

Tools:

Game Maker, Photoshop

+ Finished the background for the small catacombs area
+ Made new graphics for most sub-weapons and misc items
+ Started tweaking physics and rewriting old and messy code
+ Got lots of useful feedback
- Stared working on music, I suck at it
- Still have a lot of stolen assets to replace

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Pattern selection system works and now uses the update cycle.
+ Score/Wave causing pattern to change.
+ Specific patterns can be selected based on wave number and can set to random.
+ Working on new enemy types
+ Changed the shooting controls so the player can fire more bullets.
- Still need to make more levels.
- Making more enemy types has made me realise that a lot of my code is a fucking mess.

Khryse

Dev:

Khryse-dev

Tools:

UE4

Web:

khryse-dev.tumblr.com

+ Implemented slide
+ Implemented working and scalable wallrun
- It's still in need of a lot of cleanup

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ Basic AI movement (pathfinding and dodging)
+ Custom projectiles
+ Camera lock on, aiming while locked
- Too much placeholder visuals
- Need to find an art direction

Petite Witches

Dev:

Dwarfdev

Tools:

Godot, Krita, Clip Studio Paint

Web:

twitter.com/DwarfDev

+ New enemy type.
+ New NPC design.
+ Write down first chapter's story and dialogues.

Vampire's Bit

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com
twitter.com/jcsvampire

+ Remade level creation code
+ Made river and houses modular giving me a lot of freedom
+ Added agressive AI for male villagers
- Placeholder animations look awful
- Need to tweak player/npc collisions
- Still need to figure out how to good level design

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Level 2 almost done, needs sfx and conditionals
+ Started a more extensive rebalancing of level 1
+ Added support for Japanese text and some translation
+ Added a proper level select screen
+ Fixed bugs involving pacifist runs
+ Back-end additions for controller types and additional customization
- Distracted by EVO over the weekend
- progress is about to get real boring

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

- Finally got fed up with Java's shit, settled on rewriting the entire game in C++
+ About 20% done already
+ BMFont rendering in batches
+ Image loading with stb_image
+ GUI system refactored into IMGUI style
+ Dynamic asset loader
+ Central loop can now run with unlocked framerate
+ X11 input with rebindable keys

Unnamed Pixel Platformer

Dev:

Anonymous

Tools:

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

+ Adjusted collisions to make the roll bounce smoother overall
+ Fixed a rare bug where the player could get stuck in a jump state, unable to land
- Still nothing actually new since last demo

Within the Green

Dev:

anon

Tools:

Unity, gimp

Web:

teamsolotent.tumblr.com

+ finalized character sprite sheet
+ finished village houses especially the roofs
+ polished the dialogue system and UI controls
- still need internal house tile set
- still need to implement a checkpoint and healing system
- need villager npc assets

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

+ Changed some units' stats for balance
+ Rearranged the the costs and availability of units to make each race feel more unique
+ Hoplites are now the merfolk basic unit
+ Slavers are now the orc basic unit

Explorer

Dev:

Sheepolution

Tools:

Sublime Text 3, Notepad 2

Web:

sheepolution.com

+ Still working on combats.
+ Players and enemies can now take damage
+ Made a boar and tentacle enemies

Project M

Dev:

Adam

Tools:

Unity, Blender

Web:

twitter.com/7TowersSoftware

+ Added the first combat skill (shield)
+ made the garage slightly less shit (thanks anon)
+ improved graphics a bit
+ redesigned my player skeleton
- have to adjust the old models to the new skeleton
- have to redo animations
- gotta update a lot of stuff due to new skelly

Nox Striga

Dev:

Mez

Tools:

Unity, Blender, Paint.Net, Gimp

+ The dialogue system now works properly. It's possible to have a conversation with multiple branch/choices.
+ Some improvement done to some areas, including a bunch of new models/texture. Things are slowly fleshing up.
+ A few new avatars, sprites (visual effects like buffs) and the like.
+ Started the UI for the main character menu (especially the inventory of scrolls, cards, etc. so that we can start receiving things through dialogues and encounters.)
+ Fixed some encounter-stacking problem. Now the player and his opponent lock into place properly during an encounter.
- Need to revise a few quickly made UI at the start of the project to centralize everything.
- Most models are static, some need animations.
- Tried to make a new enemy, looked like a roadkill. Need to get better with blender.

Good Night, Knight

Dev:

Knightdev

Tools:

GM:S, Aseprite

Web:

knightdev.tumblr.com

+ Continuing on the HUD rework
+ Potions received their own individual bars
+ Many new stats for potions
- Done away with the global potion bar on the main HUD

Harmon:i:c

Dev:

AWK

Tools:

Godot

Web:

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

+ New Actors: Box, Bridge, Pin, Camera and Goal - only a few actors are missing now in the refactor
+ State system for Actors - a Bridge for example has a "Bridged" state which makes it flicker when overlapping a Wall
+ Level loading and switching
+ Persistent Actors system - the Camera and Player actors are persistent between levels now like in the old version
+ Viewport is scaled correctly to the window size
+ Played around with HDR and glow graphics
+ Feeling good about the code structure and Module system I made, it's holding up nicely and actually making my job easier, the Camera and Bridge actors for example share the mFollow module - Camera follows the Player with a maximum range of 1, which makes it lag behind 1 tile max, and Bridges follow the Camera at range 0 plus initial offset, which makes their relative position always the same to the Camera

boxing

Tools:

blender, UE4

+ fixed IK bones

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Migrated to Unity 2017.1 and C# 6, noticed an overall performance gain, nothing broke, thank God.
+ Using Substance Painter for textures from now on. Much faster workflow, better quality textures.
+ Retextured some assets.
+ Minor UI optimizations for performance.
+ Working on a heavy enemy with a minigun, resurrected from one of my early projects circa 2014-ish.
- Minigun enemy is a pain in the ass to UV unwrap.

Shipwreck

Dev:

ELB

Tools:

GMS 1.4

+ Started working on stats
+ Started pause screen
+ Tested dual blades
+ Various bug fixes
- Pause screen visually uninteresting
- Unsure how to calculate damage still

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Wrote more lore
+ Wrote the wolf mission
+ Named a bunch of characters
+ I don't have tetanus, probably

Submarine!

Dev:

shiptoast

Tools:

Blender, Unity

Web:

twitter.com/shiptoastguy

+ Adding red bootleg turd submarine
+ Adding torpedoes that blow up and do damage
+ Adding water with effects
+ Adding networking
+ Adding movement system

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Finished first puzzle for the fire level
+ Finished designing the overworld for the wind level
+ Started working on props for the wind overworld
- Not much negative, everything's going good and I'm having high hopes about the game again

Bravely Fantasy: Persona Edition

Dev:

Anon

Tools:

Monogame

+ 8 out of 11 enemies finished for the 1st Dungeon
+ Script for the cutscenes in the 1st Dungeon is underway
+ Still working out UI changes

Seasons Past

Dev:

ambientdev

Tools:

GM:S

Web:

ambientdev.itch.io/seasons-past

+ new assets, new camera, shaders, messing around with making areas
- new house texture is too light, gameplay is still shit, new area is worse than the old one

Love Letters to Generico

Dev:

YamsDev

Tools:

GMS2, Aseprite

+ Made more UI shit
+ Roughed out the general story
- Spent way too much time doing nothing