August 2017 (Week 1)

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ Complete 3D pathfinding that seemingly works without an issue
+ Basic AI, which moves around, shoots at the player and stays dynamic when in range of the player
+ AI aims ahead of the player
- AI is way too harsh, aims perfectly
- Still no idea what the scenario and art direction will be, really stuck on that part

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Fixed the moving enemy type so it actually works, it ain't perfect though.
+ Various changes to the playing field; making the objects spawn closer, couple of visual changes, etc.
+ I have an idea for a title for the game finally.
- The feature creep is real
- I have no idea what to work on next.

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ The C++ rewrite continues
+ Fullscreen toggle with Alt+Enter
+ Loading and saving of settings
+ Streaming playback of ogg-vorbis files (no more mp3's)
+ Making a cut-down format for 3D models to replace g3db

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

+ I'm starting to enjoy making the new art
+ Almost half of the characters are redone
- I haven't coded anything in a while

FTC

Dev:

RPG

Tools:

UTY

Web:

fleettacticalcommand.com

+ ship items are in progress
+ new stories are written
+ figured out all the stats and stat scaling
- Artist A is feeling better
- Artist B has a new computer
- Programmer sent over demo version (WIP)
- Github doesn't do big files
- need to find a better way to do version control

Project M

Dev:

Adam

Tools:

Unity, Blender

Web:

twitter.com/7TowersSoftware

+ refined the movement animations
+ added the first laser/heat weapon
+ came up with a heal system I really like
- overall not that much progress this week

Vampire's Bit

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com
twitter.com/jcsvampire

+ Finished tweaking level generation code
+ Tweaks on villagers and hunters spawning system
+ Started replacing placeholder assets
+ Finished a new ending screen for the next demo
+ Slowly making more art
- Still a lot of placeholder stuff to replace
- Need to actually design more/better levels

Pushy Cmulko

Dev:

Coppermoore

Tools:

Pygame

Web:

irc.freenode.net->#PushyCmulko

+ Started remaking the code from scratch
+ The graphics are like a billion times faster already
+ Started on HUD, portraits and some additional graphics
+ Terrain layer - in the future, this will be used for the levels to not only have regular snow terrain, but also water that you can drown in etc.
- Started remaking the code = need to reimplement everything that I had so far

Totally not Castlevania

Dev:

Anon

Tools:

Game Maker, Photoshop

+ Fixed jittering
+ Implemented new HUD in game
+ Started working on a pause/inventory screen
+ Made small changes to level design
- Slow progress
- Nothing interesting to show

Nox Striga

Dev:

Mez

Tools:

Unity, Blender, Paint.Net, Gimp

+ Mostly background work on the card design, proper way to do the mechanics, etc.
+ Reworked some templates, at this point its good enough.
+ New UI for the encounters, still needs tweaking.
+ Worked on deck creation (very basic at the moment).

Kino-Clicker

Dev:

polisummer

Tools:

Unity

- Maya broke (lol) back to Blender
+ JP voices added
+ music added
+ store works
- not main project, shoulda been a jam game

Helmet Head 64

Dev:

quasiberry

Tools:

UE4/Maya

Web:

quasiberry.tumblr.com
twitter.com/quasi_berry

+ added long jump and sideflip
+ added helmet for skidding and slicing
+ made an enemy model
- jumps still need more tweaking to feel right
- robot guy still untextured, grasshopper enemy textured but I don't like how it turned out

Asteroids Rogue

Dev:

CowThing

Tools:

Godot, Aseprite, Blender

+ Added basic enemy AI
- I should have made more progress

Good Night, Knight

Dev:

Knightdev

Tools:

GM:S, Aseprite

Web:

knightdev.tumblr.com

+ Added two more resources
+ Resources counters and animations
+ Ingredients spending system done
+ Potions refilling animation on resting
+ Working on a few sprites

Cash_Out

Dev:

Untouch

Tools:

GM:S

Web:

cashoutgame.com

+ added hats that replace perks
+ fixed bugs caused by adding hats
+ fixed bugs caused by fixing bugs
+ also optimization (which caused more bugs)

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

- Mobo died, and new one killed the Windows 10 license
+ Redid the sound randomizer, maybe put on asset store for free
+ Amped to be working again after a week on a laptop

Scrap Galaxy

Dev:

J3X

Tools:

Unity

Web:

scrapgalaxy.com

+ Added character art for trucker and lamia characters.
+ Rebalanced weapons and speed calculations.
+ Fixed lots of GUI bugs.
- Have not posted progress in forever because busy with sidetrack projects.

When It Hits the Fan

Dev:

@Trueyomic

Tools:

Java + libgdx

Web:

heartfeltgames.org/when-it-hits-the-fan

+ Better font
+ Internationalization/Localization support
+ All levels and all bosses are done
+ settings/prefs saved between sessions
+ Level Intros are more IN YOUR FACE
+ Boss Intros are more IN YOUR FACE
+ Mostly doing cleanup before release. Look for release within the year

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Player/enemy intro states done!
+ Finally got proper placeholders for the enemy's super attack and I'm pretty proud of it.
+ None of the enemy's states have white-box placeholders anymore!

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Made a flying drone rig. Flying enemies will now use a similar system, and they won't rely on navmesh anymore.
+ Implemented a story manager to script the events that will happen on a level. Every level will have a unique story manager.
+ Implemented access cards. Locked areas will require an access card to get in.
+ You can now exit the mainenance area only if you disable all the pipes. One of the perks of using a story manager. Also the displays in the entrance now work.
+ The small level from Demo Day 14 will be used as a temporary coin grab - I'm gonna put a shitload of coins there and teleport player to the level if a certain condition is met. For example, player gets 1000 coins in the game, or finds a secret area.

Sudokube

Dev:

Blank

Tools:

Unity

+ UI now includes scene transitions, pause menu, and other improvements
+ Redid serialization to allow players to resume abandoned puzzles
- Still waiting on actual art

Arrowpit

Dev:

Phantomcorps

Tools:

Game maker, Aseprite, Pulse boy, Srfx

Web:

phantomcorps.itch.io

+ Working on Map system
+ Making a lots of sprites
- Gotta study and shit

Unnamed TRPG

Dev:

Gremolin

Tools:

Unity

+ Making first model
- Work deadline keeping me at work for this week,.

Bravely Fantasy: Persona Edition

Dev:

Anon

Tools:

Monogame

+ 3rd and final party member added
+ FINAL combat UI improvement
+ Added a system to customize skills your party members have
+ Enemy AI finished, 70% of the time does best possible decision, 30% of the time acts randomly
- A lot more art to be done

Monogatari Something(?)(Placeholder)

Dev:

Sakuyoi

Tools:

Unity, Blender, Aseprite, Krita

Web:

sakuyoi.itch.io

+ Perfected(?) modular environment spawn script
+ (TBI) Made game mechanics (like subway surfers) but im trying to modify it a bit
+ (TBI) Textures on the buildings and other randomly generated environment things.
+ (TBI) GUI's and scoreboard
+ (TBI) Original music made by me?(ill try making music this time)
- I'm so pressured if i want to fucking dropout and just gamedev.. I really hate school...