July 2017 (Week 4)

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ The Lambda expression totally works
- The new enemy type I'm working on worked for a bit, then experienced some weird bugs that I didn't know how to fix without rewriting it, so I'm rewriting it from scratch
- I have so many other things I want to build for this but I'm stuck in a slump of shitty code.

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ Enemy shoots and aims ahead of the player
+ Cleaned up some stuff
- Prediction isn't super accurate
- Most likely will have to make my own pathfinding if I want levels to be anything other than big empty spaces
- Least amount of weekly progress ever

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Fixed some bugs with the enemy dodge mechanic
+ Layed groundwork for the player intro and enemy intro states. Once implemented, this means that basic state and frame data work for more or less every player state is done.

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Added a weaker version of the hitflash effect for larger enemies
+ Decided to re-do first boss and gave it an idle animation, also working on a stomp animation for it
- It's hot as hell and my air conditioning broke, ended up not wanting to do things

Vampire's Bit

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com
twitter.com/jcsvampire

+ Rewrote villagers' palette system
+ Made new walk cycle animations for male villagers
+ Changed villagers attack to something that works and looks better
+ Almost finished remaking some old and ugly graphics
+ Started working on new assets for different looking levels
- Villagers' attack still has a placeholder animation
- Level generation code needs some tweaking

Pushy Cmulko

Dev:

Coppermoore

Tools:

Pygame

Web:

irc.freenode.net->#PushyCmulko

+ More graphics, including animations!
+ Monsters with botched A* pathfinding AI (better than unfucked A* for this game, I noticed)
+ Monster eggs bobbing about
+ Started on UDP networking
+ Started on UI
- The pathfinding is occassionally bugged and monsters go through blocks for no reason on those occasions, I wasn't able to find out the cause yet
- Will have to redo almost everything soon, code is completely spaghetti atm
- Code isn't compatible with the networking yet, another reason why I'll have to redo everything

Totally not Castlevania

Dev:

Anon

Tools:

Game Maker, Photoshop

+ Made a couple of NPC sprites
+ Discovered what's causing the jitter
+ Started fixing it
- Need to rework a lot of shit to fix it
- Focusing on that so little progress on everything else

Asteroids Rogue

Dev:

CowThing

Tools:

Godot, Aseprite, Blender

+ Added laser gun
+ Added weapon pickup item
+ Weapons can be picked up and swapped

Khryse

Dev:

Khryse-dev

Tools:

UE4

Web:

khryse-dev.tumblr.com

+ Spent the whole week redoing the animations and moving the animation blueprint onto the new skeleton
+ Added a number of blend animations to add fluidity to the movement down the line
- Will have to look up a proper way of making better animation blends
- Still need to set up the state machine, too slow

FTC

Dev:

RPG

Tools:

UTY

Web:

fleettacticalcommand.com

+ Business Plan Complete
+ Ship Targeting + Combat
+ Navigation Complete
- Artist got Chickenpox
- Other Artist doesn't have a PC
- October deadline is drawing closer
- Schedule is a month out
- Worried demo isn't going to be done in time

Autumn Vale

Dev:

Nintendev

Tools:

UE4, Blender

Web:

autumn-vale-game.tumblr.com

+ Context-aware usage on items implemented
+ Crop seedling placeholders made.
- Dickin around with materials and rendering settings in ue4

Within the Green

Dev:

anon

Tools:

Unity, gimp

Web:

teamsolotent.tumblr.com

+ made npc sprite
+ made character portrait for npc and updated mc character portrait
- character portraits still need more work

Waves of Vapor

Dev:

MelonoDev

Tools:

GM, PT-SAI

Web:

melonodev.tumblr.com

+ Working on the final boss
+ Made more bullet types and bullet sprites
- Final boss is a mess
- Still have to make a menu

mobile vr space shooter thing

Dev:

MuscularHair

Tools:

Unity, Blender

+ Movement system
+ Heavily modified ship model
+ Added human body to cockpit
+ Basics of enemy AI (still very primitive though)
+ Free open source custom input manager makes me very very happy
- Trying to make large scale objects freaks Unity out
- Need to do some optimizing in some areas
- Enemy AI essentially just wants to ram your ass (no homo)
- Phone quality is bad which is expected but not welcome

Nox Striga

Dev:

Mez

Tools:

Unity, Blender, Paint.Net, Gimp

+ Did templates for all the card types of the encounter.
+ Did a lot of the planned cards with the tempaltes to fix the templates further and make sure that they have proper fonts, size, etc. (including making arts for the cards as well)
+ Improvements done to various menus and pause menu (Code fixing, ui)
+ Bunch of code fixing here and there.

Sudokube

Dev:

Blank

Tools:

Unity

+ Easy puzzles and pencil marks are done
+ GUI is getting a lot better with each iteration
- Art and music are nearly non-existent
- Still fighting the urge to call it Sudokube

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Thought of a better ship design technique and it works pretty well so far
- I'll end up throwing out most of my old ships because wow they really suck
- Day job is heating up again

Meatforge

Dev:

Spoopy

Tools:

ue4, blender, photoshop, etc

+ Character look generation going well
- Removed tumblr noses.

Harmon:i:c

Dev:

AWK

Tools:

Godot

Web:

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

+ Death state and level resetting
+ aStart actor for defining the player's starting position in a level (while keeping the player's relative position to the camera)
+ Map and fog
+ Rewind - only movement rewind has been tested, some rewindable actions like object creation and state changes might need some tweaking

Project Abel

Dev:

abeldev

Tools:

gms2

Web:

abeldev.itch.io/project-abel-alpha-demo

+ Still working on inventory system
+ Got the game to find an empty space that is the right size perfectly
+ started working on being able to move items around
+ cleaned up art a little
- programming an inventory is making me want to put my head through a window

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ still alive
+ fixed bug with blur-behind-GUI effect not working when near bright light source
- lost momentum with progress

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Finished the flower enemy + rigging. Just need to make an attack/hurt animation for it. Gonna add a big more foliage to it as well.
- Nothin really

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Continue working on enemies, their movement and AI.
+ Remade some drone animations to be more believable.
- The AI is mentally retarded. I'll probably scrap the drone rig I have so far and make it fly in the air rather than use Navmesh, there is a tutorial that explains how to do that.

Project M

Dev:

Adam

Tools:

Unity, Blender

Web:

twitter.com/7TowersSoftware

+ new skeleton is in the game and working
+ added missile barrage
+ added recoil
+ added (light) aim-assist
+ fixed some annoying bugs
+ adding some variation to the strafing animations
- tilting doesn't work too well with the new skeleton
- enemies still use the old skeleton
- still a lot to do

Arrowpit

Dev:

Phantomcorps

Tools:

Game maker, Aseprite, Pulse boy, Srfx

Web:

phantomcorps.itch.io

+ More enemies
+ Changeble weapons
+ Did something for the ludum dare
+ Got some music programs and sound effects going
+ New art guy in the team!
+ Boss in progress
- Making online stuff it tough
- College classes coming back, stuff will slow down
- Code for random room generator is not working well anymore

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ The C++ rewrite continues
+ Full key rebinding
+ Sound mixing and playback with ALSA
+ Menus rewritten in new IMGUI style

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

+ Started working on new gamemode, nothing works yet
- Not much progress because it's summer and I'm a lazy motherfucker

Seasons Past

Dev:

ambientdev

Tools:

GM:S

Web:

ambientdev.itch.io/seasons-past

+ fixed character shadows by turning them off in the character is in shadow
+ added flashier animations to the new sprites
- everyone hates the new sprites

Bravely Fantasy: Persona Edition

Dev:

Anon

Tools:

Monogame

+ Auto Battle finished
+ Majority of spells are now in-game
+ Art for MC is mostly finished
+ Changed to Random Encounters
- Lots of refactoring