July 2017 (Week 3)

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Made some designs for how I want the player model to look
+ Used a Lambda expression for the first time to fix a bug...
- ...But I have no idea what it does or how it works. I don't even really know if it works, but it compiles, so that's something.
- A new enemy type I'm working on is giving me more of a headache than it's worth, but I'm almost done with it.
- Need to learn to use Blender to make models.

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ Object pooling is in for bullets, giving a good boost to the performance
+ Have an idea for how to do a melee system, prototyped it
+ Some camera shake
- Wasted a lot of time trying to design some mechs, failed
- Have an idea for a mechanic about "shifting" the mech's power, no idea how to implement its controls in a way that doesn't suck.

Seasons Past

Dev:

ambientdev

Tools:

GM:S

Web:

ambientdev.itch.io/seasons-past

+ new art assets, new attack system
- need to figure out how to cycle through instances, make the dash into an actual dash rather than teleportation, need special effects

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

+ More adjustments for balance
+ Redrawn some sprites
- Not much else, really

Totally not Castlevania

Dev:

Anon

Tools:

Game Maker, Photoshop

+ Made backgrounds for the first part of stage 1
+ Tweaked player's physics to make them closer to CVIII instead of CVI
+ Fixed a couple of huge bugs
- More backgrounds I need to make
- A couple of sprites need to be redone
- Need to rebalance the boss fight
- No progress on music at all

Asteroids Rogue

Dev:

CowThing

Tools:

Godot, Aseprite, Blender

+ Made the player ship a 3D model.
+ Added player health.
- Didn't work on any gameplay.

From deep spiral

Dev:

takkongguy

Tools:

rpgmmv

Web:

takkongguy-blog.tumblr.com

+ Finish drawing overworld sprite for the mc and healer
+ Draw some boss monster
- Accidently replaced some files, lost some maps and database things.

Waves of Vapor

Dev:

MelonoDev

Tools:

GM, PT-SAI

Web:

melonodev.tumblr.com

+ Made a shield+laser option: only the art of it might need some polish
+ Art of bullets
+ More levels finished
+ Balanced lotsa things
- Haven't worked on it for a long time
- Not entirely sure what to do next: final boss, game over screen, saving or menu art.

Khryse

Dev:

Khryse-dev

Tools:

UE4

Web:

khryse-dev.tumblr.com

+ Fixed up and tuned wallrunning
+ added Vaulting
+ fixed up the movement flow
+ Added a "holographic" map that could be incorporated into the UI
+ set up a proper rig for the main character and figured out some good ideas for the design
+ started redoing animations to something more presentable
- started redoing animations to something more presentable
- figuring out UE materials and scene creation will eat away a lot of time
- need to clean up vaulting and my state system to streamline further additions to the movement system
- need to make a playground that works for all types of movement

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Changed spin jump a little
+ Fixed moving down slope at increadibly fast speeds
+ Standard running speed is higher
+ Turning around is less sluggish
+ Ledge grab has animated arms and lowers player to certain position
+ Ledge grab has wider detection to make consecutive jumps less awkward
+ Added a cape to test cloth physics

Autumn Vale

Dev:

Nintendev

Tools:

UE4, Blender

Web:

autumn-vale-game.tumblr.com

+ Refactored item code. Now easier to add/edit new items and behaviors without a billion blueprints cluttering my project.
+ Item spawning now driven by data from a table rather than entered by hand in the console.
- Gutted majority of blueprints which used to make up the items and inventory.
- Mysterious crashes and Item data table wiped. Attempts to force delete only saw it re-appear in the project for unknown reasons. Replacing references to the table with another table pissed ue4 off even more. A couple editor restarts later, the old table is restored (albeit missing a few rows but OK). A few, but not all, uses of the table in my blueprints broke without notification but compiled fine; some fuckery was afoot.

Nox Striga

Dev:

Mez

Tools:

Unity, Blender, Paint.Net, Gimp

+ Improvements on the quick encounters (More scrolls, particle effects, better UI, different list of scrolls for each characters, avatars, etc.). The phases are also better handled.
+ UI for the scroll page of the character menu is done.
+ Made a new area ("Blood Temple" for now) and also its entrance in a desert.
+ Improvements on the card encounters (regular ones). Now the shift is done more smoothly from any area and the return from the encounter as well. The basic card template is done. Currently working on the phases and various triggers that they might activate depending on the active cards.
+ Fixed the scene loadings

Project M

Dev:

Adam

Tools:

Unity, Blender

Web:

twitter.com/7TowersSoftware

+ two mechs fully adapted to the new skeleton
+ new textures for one mech almost finished
+ learned more about mecanim animations
- to-do list doesn't get shorter at all

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Finally got off my ass and decided to replace the old enemy counterattack behavior with a new dodging behavior that will hopefully be less frustrating.
+ Began planning out second eneemy fight encounter mechanics
+ ? finally working on getting out of my funk I think?
- Still haven't gotten that much done over the past couple of weeks...
- I messed up the format my recount post again this week like I haven't been posting it for the past 18 weeks or anything

Explorer

Dev:

Sheepolution

Tools:

Sublime Text 3, Notepad 2

Web:

sheepolution.com

+ Finished combat
+ Added some more story scenes

Frog Fight Club

Dev:

yamasakai

Tools:

Unity, PS, Blender

Web:

twitter.com/yamasakai
gloomgrooveundernight.tumblr.com

Looking for a mechanic to add dept to the fights:
+ Played around with tongue grab mechanic, didn't like so I got rid of it.
+ Currently implementing charging punch mechanic, in the hope to create some kind of chemistry with smash bros like health system

FTC

Dev:

RPG

Tools:

UTY

Web:

fleettacticalcommand.com

+ 2 new tracks in the OST
+ Announcement Trailer finished
+ Added new items (drives)
+ UI mock-ups complete
+ Programmer assures me playable version will be done by this week
+ Recruiting posters are up at local universities
- Programmer's house got hit by electrical storm and had no internet for a week
- Artist was sick with the flu, so commissions were late
- Inventory and Mission system not implemented
- Ship navigation not implemented
- Turrets still work in progress
- Business plan not finished
- Targeting and combat work in progress

Love Letters to Generico

Dev:

YamsDev

Tools:

GMS2, Aseprite

+ More sprite and tile work
+ Figured out most of the battle system
- Still have to implement most of the battle system

Unknown World

Dev:

Dewdneym

Tools:

RPG Maker VX Ace

Web:

dewdneym.tumblr.com

+ Did a bunch of bugfixing and uploaded a new demo version
+ Got a checkpoint system working. When you die you teleport to the last place you saved instead of just getting a game over
+ Wrote new dialogue for all the NPCs that react to the defeat of the first boss and created new NPCs with the framework for a town rebuilding sidestory
+ Began creating enemies and items for the next dungeon and overworld segment
+ Got a better font
- Uploaded a demo version that had a major text oversight regarding the new font and accidentally left in a playtesting tool that allowed players to level up instantly
- Didn't realize this for an entire day

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Added the tutorial, replacing the how to play sequence
+ Further rebalanced level 1, including finally nerfing the laser dudes
+ (mostly) Fixed and improved the laser powerup
+ Added music to the level 2 boss
+ Level 3 in prototyping
- slow week

Pushy Cmulko

Dev:

Coppermoore

Tools:

Pygame

Web:

irc.freenode.net->#PushyCmulko

+ Literally everything, which means:
+ Player movement
+ Static blocks
+ Moving blocks due to action of a player, and their collision
+ Hittable objects (future monsters)
+ Cute cat sprite and pretty neat ice cube sprite
- 2 moving blocks collision is bad, but workable for now

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Working on enemies, modeled a drone.
+ Updated the camera image fx with the single post-effect script from the asset store (the one Unity devs are showcasing in every training video).
+ Heavy enemy got retextured once again, more smooth and less rusty.
- Had a very busy week, less progress than I hoped.

Shipwreck

Dev:

ELB

Tools:

GMS 1.4

+ Made hitting a wall trigger a bounce back
+ Hitting a wall also uses a different hitbox
+ Created a test enemy like an octorok
+ Various bug fixes
- Very little interesting to see stuff

Dragoncrest

Dev:

ArcOfDream

Tools:

Godot, PXTone, Aseprite

Web:

twitter.com/ArcOfDream

+ First progress post!
+ Implemented scaling by interger values
+ Worked out an initial version of a save state manager
+ Some classes needed for top-down overworld implemented
+ Started project on a map editor for the top-down worlds
- Can't do too much until I replace my keyboard

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Hacked away on editor timeline entity state change representation
- Fucked up refactoring some engine shit, broke the build, haven't figured out where I broke it
- I feel like I'm going in circles, or ellipses I guess
- Space puns

Bravely Fantasy: Persona Edition

Dev:

Anon

Tools:

Monogame

+ Music/Sound Effects are in
+ Code generated enemy death animation
+ First Dungeon 30% done
+ Endless art
- Endless art

Arrowpit

Dev:

Phantomcorps

Tools:

Game maker, Aseprite, Pulse boy, Srfx

Web:

phantomcorps.itch.io

+ Start screen
+ Online server GET!
+ Golen tank can be entered and exited
+ Split screen multiplayer GET!
+ Game maker one stuff getting sent to Game maker 2
+ Randomly generated maps progress
- Boss battle not even started
- Online should be done by now
- We need to get more sprites going
- No site yet

Unnamed TRPG

Dev:

Gremolin

Tools:

Unity

+ More menus, just implementing the turn structure.
- No graphics yet so progress isn't that visible