August 2017 (Week 3)

Asteroids Rogue

Dev:

CowThing

Tools:

Godot, Aseprite, Blender

+ Improved AI even more
+ Improved movement even more
+ Played around with having areas that attract, repel, and force objects in various directions. Could be used for hazards or enemy mechanics
- Was too lazy to record a webm of any of this
- Was too lazy to make anything substantial
+ I'll do better next week

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ More progress and tweaks on enemy stunbreaking code. It now behaves properly for all player attacks and enemy reactions.
+ Modified how super attacks interact with enemy stun to smooth out the amount of damage the player can deal in a single counterattack
+ Modified enemy dodge behavior so he's now vulnerable at the tail end of it.
+ Rewrote enemy guard-swapping behavior so he now takes longer to swap where he's guarding after being attacked.
+ The enemy AI is now almost to the point where I feel confident using it as a base to make other enemies with

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Fixed bad animation transition between Warhammer's 2nd attack back to 1st attack (when repeating the combo)
+ Fixed bug with player's cape getting stuck inside his own colliders if playing an attack animation that makes the cloth simulation move too fast
+ Integrated the Warhammer's charged attack combo animations in-game
+ Started on the Warhammer visual effects for its charged attack

Negativa Poetica

Dev:

Lintire/Template88 and co.

Tools:

Godot, PS, Piskel, Fruityloops

+ Bunch of shit that doesn't really account for much when the scope of the project could fit in a thimble.

Business Quest (placeholder)

Dev:

StarReaper Studios

Tools:

Unreal Engine 4

Web:

twitter.com/StarReaperStu

+ Traffic System and AI
+ Pedestrian System and AI
+ Police AI
+ VR support, including climbing, touch control driving, drive-by shooting
+ Non-VR traditional support as well
+ Day/Night system that affects the cities lights
- Still need some kind of gameplay loop beyond sandbox messing around. Probably will have a procedural mission system and you can take the missions at phone booth, at least to start, or something like that.

Jolly Colony

Dev:

Jofer

Tools:

Unity

Web:

twitter.com/JofersGames

Context-sensitive menus, collision and pathing issues fixed and the selection window only draws the selected player now :)

Vampire's Bit

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com
twitter.com/jcsvampire

+ Replaced font
+ Fixed some fire related bugs
+ Added a small dance animation when clearing the level
+ Cleaned and tweaked some code
+ Started working on new attack/death animations
- Todo list is still too long
- Bad week, couldn't dev too much

Young Cultist

Dev:

Lochbriar

Tools:

Gamemaker Studio, Fruityloop Studio

Web:

tumblr.com/blog/youngcultistgame

+ Three enemies are fully or close to fully coded
+ Many aspects of the player character(s) are fully coded
+ Working on fourth enemy behavior right now
- He has a lot of behavior
- I'm a OMA with a job so I can have dry spells

Nox Striga

Dev:

Mez

Tools:

Unity, Blender, Paint.Net, Gimp

+ Did a new board (larger) than the "space" one.
+ Hand generation changed, can now properly control the whole deck.
+ Added areas on the board for played cards and some specific zones for Class/Path and Deck/used cards. For now the played cards are icons of the card art, which should be enough with the previously created ui elements to represent the actions they can do (need to be implemented per card now).

Idol

Dev:

Marson

Tools:

GMS

Web:

twitter.com/marsonng

+ Finalised physics/collision for 3D minigames engine.
+ Worked on menu a tiny bit
- still tinkering with design of main character.

FTC

Dev:

RPG

Tools:

UTY

Web:

fleettacticalcommand.com

+ Procedural Stations Specifications
+ FTC Demo - Basic Menu Set-up
+ Character Generator assets complete
+ New story images
+ New music tracks
- Existential dread
- Suicidal thoughts
- Scope creep

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ The C++ rewrite continues
+ New model format getting loaded in-game
+ Alt+Enter now triggers re-save to settings so change persists
+ HUD re-implemented
+ Multi-threaded asset loading (First time I've ever done my own multi-threading!)

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

- Just made a couple more sprites
- no progress this week, on holiday with friends

Pushy Cmulko

Dev:

Coppermoore

Tools:

Pygame

Web:

irc.freenode.net->#PushyCmulko

+ Fixed some rendering quirks that cut off moving sprites
+ Collision, but hitboxes need work
+ Eggs now exist and hatch into monsters
+ Rudimentary monster pathfinding
- No animations reimplemented yet, will have to create a whole new system for that

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ Fixed the curved raycasts to be relative instead of absolute
+ Started working on melee systems
+ Knockback effect
+ Characters bounce when propelled toward walls
+ AI can use melee as well
+ AI can dodge the player's melee attacks
+ AI can also punish the player and attack him if he missed his attack in the first place
+ Hitstop effect on the melee attack
+ Worked a little bit on the sound side of things, starting to get the hang of it for some type of sounds
- Didn't found a way to render the curved lasers yet
- Probably need to change the way dash works
- Gee, I wonder what happened to designing and modelling mechas

Harmon:i:c

Dev:

AWK

Tools:

Godot

Web:

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

+ Actors are separated by each of their Panels: Level, Persistent (Player and Camera), Map, Bridges and possibly more in the future like menus, each Panel can be moved around and the Actors within still work fine as if they didn't move in the level, the screenshot shows the first three panels side-by-side. This required quite a bit of refactoring since the Map wasn't equipped to deal with separate viewports and I might have to rewrite it since it currently makes a new viewport for each Panel which might be a resource hog
+ Each Panel receives input individually, it can block any Panel behind it from receiving that input so it can be used for stuff like navigating a menu without the arrow keys controlling the player character or another menu at the same time for example
+ Panel logic should be done for now, I wanted them to be 3D hinged glass panels that rotate into view but using viewports as textures for 3D objects seems to be currently broken in the Godot alpha, so that's a job for later
- A lot of work for what should be mostly a visual effect
- Didn't get much done

Waves of Vapor

Dev:

MelonoDev

Tools:

GM, PT-SAI

Web:

melonodev.tumblr.com

+ Simple savesystem in place
+ Some tweaks of the levels making them more fun
+ Attack patterns of final boss are done
- Need to add to and tweak some of the visuals for the final boss fight
- Would need to change the save system would I want to add achievements and a (local) scoreboard and I honestly just want the game done quickly and move on. It's already going on for longer than I wanted.

Khryse

Dev:

Khryse-dev

Tools:

UE4

Web:

khryse-dev.tumblr.com

+ Figured how to do a combo system and prepared some simple animations to test it out
+ Started working on the wall climbing
- The thing i want to use for the input buffering is not updated for 4.17 so that's on hold

Thuby's Game

Dev:

Thuby

Tools:

Unity3D, Paint.net, Visual Studio

Web:

i.imgur.com/UVcrVf2.png

+ Made rough draft of first dungeon
+ Added dart traps
- Going back to overworld from Dungeon 2 is broken.
- Lot's of work to be done.

Autumn Vale

Dev:

Nintendev

Tools:

UE4, Blender

Web:

autumn-vale-game.tumblr.com

+ Moved to Unity from Unreal. Taking advantage of the move to be more rigorous with defensive coding techniques and unit/integration testing.
+ Item system greatly simplified with proper Interface types from C#.
+ Unit tests revealed some previously unknown bugs with an edge case in my inventory system. Fixed.
- Moved to Unity from Unreal.
- Most things being pass-by-reference in C# surprises me in bad ways.

Monogatari Something(?)(Placeholder)

Dev:

Sakuyoi

Tools:

Unity, Blender, Aseprite, Krita

Web:

sakuyoi.itch.io

+ Added curved world shader
+ Improved Array Environment Spawning system
+ Improved Character movement
+ Made obstacles that will be added later into the game.
- Dropping out because i want to just make game.. And if i finish my college degree ill just end up the same too. School is too fucking slow and ill just lose opportunities.

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Improved star particle textures
+ Researched theoretical astrophysics
- Having serious trouble with star corona brightness
- Spent way too many hours in an awful Java IDE

Sudokube

Dev:

Blank

Tools:

Unity

+ added several backgrounds which will fade in and out whenever a song ends
+ not really sure what else I added, probably menus and serialization modification
+ project is almost done, about a week's worth of work left if I stop slacking
- getting sick plus traveling for the eclipse kept me away from my computer most of the week
- I have to figure out how to sell the most unambitious game I've ever made
- can't hit the Labor Day release I was hoping for because my store page has to be up for two weeks

Arrowpit

Dev:

Phantomcorps

Tools:

Game maker, Aseprite, Pulse boy, Srfx

Web:

phantomcorps.itch.io

+ All the principal points of the map have been decided
+ two bosses finished
- character sprites are incomplete

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Made a credentials-swapping screen so you can log into someone elses email account
+ Can't archive "respondable" emails until you select a reply
+ People were talking in the discussion forum a little bit