August 2017 (Week 2)

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

+ Only 4 character spritesheets remaining to draw
+ Only 7 character animations remaining
+ Used some friends as gameplay testing guinea pigs
- Drawing makes me want to redo the entire menu/UI while I have more important stuff to do

Petite Witches

Dev:

Dwarfdev

Tools:

Godot, Krita, Clip Studio Paint

Web:

twitter.com/DwarfDev

+ made engine plugin for visual dialog editing
+ start working on dedicated font
- first font tries was no good

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ More level 3
+ Added customization options for appearance of enemy bullets, reduced strobe on default settings
+ Replaced the big dumb jellyfish with a bigger dumber snake
+ Worked out IK for a future boss
+ More SFX work on level 2
+ Got mentioned on a game news website
- Sonic Mania will likely stall progress

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Gameplay modifiers are in and working
+ Additional tweaks to existing systems
- Need to do more work on the HUD side of things
- More levels and enemies need to get made
- Need to do art or find someone who is good at 3D modelling
- I need to redo the level generation system so it doesn't end up being a million lines of code contained in one script.

Nox Striga

Dev:

Mez

Tools:

Unity, Blender, Paint.Net, Gimp

+ Finished the basic set.
+ Made a few UI elements that will pop-up when desired on cards in play (Actions, Dice rolls, etc.)
+ Reworked some areas (exploration part).
+ Smooth transitions when meeting an enemy -> starting the encounter.
- Making a bunch of card arts and tweaking the wording takes more time than needed at this stage.
- No AI to test with so will have to do some scripted matchs to test.
- The board is oaky but not really "comfy". Will have to change that later on.

Vampire's Bit

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com
twitter.com/jcsvampire

+ Replaced most placeholders on backgrounds
+ Replaced placeholder fire animations
+ Changed fire mechanics: Now it stuns player for a little bit
+ Tweaked title screen graphics
+ Rewrote camera to work better with new level's layout system
+ Got rid of old, unused assets and code
- Todo list is still too long

From deep spiral

Dev:

takkongguy

Tools:

rpgmmv

Web:

takkongguy-blog.tumblr.com

+ Finished bandit leader and sensei portrait
+ start eventing, about 50% done
+ Finished all maps layout
- Fucked up on characters position during battle
- can't think of a solution
- gotta lock the mc position and limited battler to 2
- decide to use a plugin

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Added a couple of small touches, like random boxing ring movements to make the fight seem more animated.
+ Reworked the enemy stunbreaking code so that it fires in the correct order and no longer turns the enemy green.

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ Updated pathfinding to work with an uneven navmesh instead of a simple grid
+ refactored shooting and scanning
+ started to work on non-linear raycasting for lasers
- overall not much work done
- guess who still hasn't made a single design AGAIN

Within the Green

Dev:

anon

Tools:

Unity, gimp

Web:

teamsolotent.tumblr.com

+ reworked player controls
+ fixed platform bug
+ finished reworked ground attack1
- could have done more if wasn't procrastinating

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ The C++ rewrite continues
+ 3D model format is finalized
+ Model exporter written for blender
+ Implementing model format in-engine

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ got the new Warhammer attack animations working in-game
+ fixed some bugs in the Attack Editor, also it now respects the custom playback speed set in the Mecanim Animator file
- still need to create more appropriate hit/death animations (and visual effects) for enemies when they get hit with the Warhammer
- earthquakes

FTC

Dev:

RPG

Tools:

UTY

Web:

fleettacticalcommand.com

+ USCP Character specs done
+ USCMS Character specs done
+ Combat Navigation done
+ New build in progress
- Old build has been scrapped
- Programmer Alpha is AWOL
- Acquired a new Programmer (Designated Programmer Bravo)
- Haven't posted Dev blogs for 2 weeks

Asteroids Rogue

Dev:

CowThing

Tools:

Godot, Aseprite, Blender

+ Cleaned up some code
+ Made AI easier to change for new enemy types
+ Enemies now shoot at the player

Pushy Cmulko

Dev:

Coppermoore

Tools:

Pygame

Web:

irc.freenode.net->#PushyCmulko

+ More progress on UI
+ General movement function for objects complete and the player movement works with it
+ Pushing and destroying blocks works again

KnottenBarb

Dev:

Daxalog

Tools:

Blender, Unity, Paint Tool Sai

Web:

daxalog.tumblr.com

+ Camera System now added
+ Further tuned mecanim for more responsive animation blending
- I now have to implement grabbing and throwing items.

Still Not Dead

Dev:

Glove Games

Tools:

Unity, aesprite, sfxr

+ 5 more blessings/curses
+ 3 more weapons
+ added a kill quota each stage
+ some other stuff
+ better gamepad support
+ made indieDB, twitter and youtube stuff for "marketing"
- made someone on agdg sperg out
- fucked up my recap post

Frost

Dev:

way

Tools:

GMS

Web:

spacedoggames.tumblr.com

+ finished bugtexting the mines, started the ruins
+ smooth sailing because it was mostly playable anyway
+ on track to entering beta by end of month
- still haven't set up business side of things

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Added some new Saya material that vastly improves her as a character overall
+ Added a few lines based on the same idea in other missions
+ Fucked around with Blender nodes and made some much better planets
+ Did a bunch of reading about star and planet physics
- Got kicked out of the Library of Congress

Sudokube

Dev:

Blank

Tools:

Unity

+ Auto-pencil tool added for easiest difficulty.
+ More fiddling with UI and serialization. Game timer moved to an auto-hidden window so it stops freaking players out.
+ Beginning Steamworks integration so my friends can alpha test.
- Buttons are still ugly defaults.

Arrowpit

Dev:

Phantomcorps

Tools:

Game maker, Aseprite, Pulse boy, Srfx

Web:

phantomcorps.itch.io

+ Making random level generator
+ Making inventorie
+ Working on lots of sprites
- Online is on hold
- Too much to do too little time

Coin to Crown

Dev:

Tradewinds

Tools:

Unity, Photoshop CS5

+ Character creator pretty much done
+ Intro Slates, and Main Menu done
+ Lore and timeline codex is starting to come together
- Overworld and Combat maps are being done in a non-intuitive way for proof of concept
- Literally 0 character art

Khryse

Dev:

Khryse-dev

Tools:

UE4

Web:

khryse-dev.tumblr.com

+ Played around with materials
+ made some holograms for fake cyberpunk ads
+ cleaned up the movement a bit
+ adding combat
- Missed last weeks recap since i was out

Project M

Dev:

Adam

Tools:

Unity, Blender

Web:

twitter.com/7TowersSoftware

+ added a new part to the mech creator
+ modeled a new mech
+ cleaned up some spaghetti code
- still have to add one more new part

Kino-Clicker

Dev:

polisummer

Tools:

Unity

+ finalized UI style
+ dialogue system finished
+ added icons
+ animations 50% done

Explorer

Dev:

Sheepolution

Tools:

Sublime Text 3, Notepad 2

Web:

sheepolution.com

+ Added a bit to the start of the game where you have to shave a sheep