August 2017 (Week 4)

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Created particle effects for the impact of the warhammer charged attack
+ Added ability for an attack to spawn prefabs at any point in the attack animation

Negativa Poetica

Dev:

Lintire/Template88 and co.

Tools:

Godot, PS, Piskel, Fruityloops

+ Bunch of shit done. Entirety of first level either implemented or placeholdered. I'm not going to post the whole changelog, we'd be here a while.
- Local minimart started charging like twice as much for a 40 pack of Bonds, the pricks.
- The list of programs and people involved is more impressive than the game.

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Implemented inverse kinematics for the player and enemy arms.
+ Reworked the AI so they dynamically swing their swords towards the player. Also gave them the ability to dodge and block player attacks.
+ Made so that the player can be cut into gibs too

Khryse

Dev:

Khryse-dev

Tools:

UE4

Web:

khryse-dev.tumblr.com

+ Added airstrafe and airhop
+ added a bunch of visual stuff, like hook projectile and airdash particles
+ finished up helmet material
+ added more control to the wallrun
+ added Enum check for player movemement
- Input Buffer stuff is still not ready for 4.17
- Material fuckery took way too long

FTC

Dev:

RPG

Tools:

UTY

Web:

fleettacticalcommand.com

+ Character Generator WIP
+ Tutorial WIP
+ New music tracks
- Second Programmer is AWOL
- Starting a second business so less time for Game Dev

Little Red Hiding Hood

Dev:

Squaredev

Tools:

Unity, Blender, Photoshop

Web:

squaredev.tumblr.com

+ Added level clear screen and game over screen
+ Wolves now perform a dash/tackle/jump attack when close to the player
- still a bit wonky, some times the attack stops short even if it shouldn't
+ added music with crossfading effect for stealth and chase
+ snek is helping with designing the level
- wolves kick the same rock forever
+ it's amusing to watch so I'll probably keep it
- been so long since the last recap, I don't know why I'm bothering
- still not sure if the game is actually fun to play

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ The C++ rewrite continues
+ Bullet Physics debug drawing implementation
+ Bullet Physics world model loaded
+ GLSL-style matrix operations
+ World once again rendering correctly
+ Pause menu reimplemented
+ Flying camera movement
+ Currently porting collision system

Cross Square

Dev:

Squaredev

Tools:

Unity, Photoshop

Web:

squaredev.tumblr.com

+ Added very primitive AI
- took way longer than it should have
+ improved the map generation a bit
+ fixed a bug where lines could be shot in the wrong direction
- another similar bug still appears every now and then and I can't understand why
+ codebro kry offered to add online multiplayer later on

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ New placeholder mecha, with an IK rig, which I'll be using for Demo Day to prevent myself from moping around from my lack of good looking mechas.
+ Animations for said placeholder
+ Animation state machine
+ More VFX : Visual cues for when the mecha can fly again after being knocked, bullets, shield, also accidentally made vapor
+ Changed Dash/Melee attacks to properly move with the physics instead of interpolating positions
+ Blocking is in, no animation for it yet
- No real gameplay changes
- One of the functions critical to the shield effect doesn't work if I put a branch before it

Pushy Cmulko

Dev:

Coppermoore

Tools:

Pygame

Web:

irc.freenode.net->#PushyCmulko

+ Worked on pathfinding a lot, have multiple algorithms
+ Tried getting Cython to work for eternity
- Going to need an eternity more

Harmon:i:c

Dev:

AWK

Tools:

Godot

Web:

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

+ Settings, progress and map fog are now saved and loaded
+ Initial level positions are recorded now too based on the player's relative position to the camera, it already worked like that in the old version of the game but here's a short explanation for those who don't know: reaching a Goal keeps the player's relative position to the camera which allows them to start in slightly different positions in the level, if there's a Wall in their position then it permanently becomes a Ghost Wall (the dark gray block in the screenshot) which lets the player pass through it and potentially open up new paths
+ Fullscreen toggle

Within the Green

Dev:

anon

Tools:

Unity, gimp

Web:

teamsolotent.tumblr.com

+ replaced melee attack animation 1
+ fiddled with magic attack animation
+ worked on char portraits
- procrastinated and uni assignments will slow progress over the next weeks

Asteroids Rogue

Dev:

CowThing

Tools:

Godot, Aseprite, Blender

+ Levels can now be finished, and a new level is loaded
+ Level creation is now its own scene, so I can create different types of levels

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

+ Character sprites finally completed, moving onto adding new skills

Nox Striga

Dev:

Mez

Tools:

Unity, Blender, Paint.Net, Gimp

+ Few tweaks to the cards (Frames, numbers, shorter descriptions, etc.).
+ Simplified the design of some mechanics and game logic before their implementation.
- Slow progress, mostly design.

Lowinzlo Game

Dev:

Lowinzlo

Tools:

Unity, Photoshop

Web:

lowinzlogame.tumblr.com

+ Changed the helper mechanic to a character change mechanic
+ changed the rendering method to more pixel accurate

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Movement and event interaction polished
+ Fixed combat bugs
+ Dialogue art
+ NPC art

Unknown World

Dev:

Dewdneym

Tools:

RPG Maker VX Ace

Web:

dewdneym.tumblr.com

+ Made stats and attack patterns for new monsters
+ Balance testing said monsters
+ Working on a new sidequest
+ Completed tileset for next major town

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Numerous tweaks to enemy guard-swapping behavior
+ Many small bugfixes, most involving animations and hitreg
+ Redid enemy rising special attack. Tweaked parameters that cause it to occur, and made the enemy vulnerable during part of its windup.
+ Began proper work on the second enemy fighter. Bare-bones work on their states have begun and the game doesn't crash when you go to their room I guess?
+ Began the most basic of basic work on sound effects.
+ Actually a pretty productive week and weekend, all things considered.

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Stage 3 miniboss mostly done
+ More sound effects
+ Lots of miscellaneous issues fixed
+ Updated tutorial and game over tips for new mechanics
+ Added a new death animation
+ Going into full pre-demoday polish mode
- Going to be gone next monday, might miss recap :/

Vampire's Bit

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com
twitter.com/jcsvampire

+ Working on new attack animations for Elzie
+ Got an interesting idea for bonus stages
+ Started designing a new background
- Progress is slowing down a lot thanks to unrelated issues

Sudokube

Dev:

Blank

Tools:

Unity

+ Moved number system over to TextMeshes instead of decals, allowing more control over fonts, colors, and the cube's model
+ Got achievements and leaderboards set up on Steamwork's side
- Holy shit where did the week go.

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Moved some font/GUI stuff to a separate library
+ Working on rewriting the renderer with a different backend
- Started making another programming language

Spaceship Crew Self-Defense Simulator

Dev:

chaikaDev

Tools:

GMS 1.4

+ Fixed a bunch of really frustrating bugs related to the mini-game, pathfinding and inventory UI
+ Implemented a new version of the main character (from a new artist)
- motivation is really low

Arrowpit

Dev:

Phantomcorps

Tools:

Game maker, Aseprite, Pulse boy, Srfx

Web:

phantomcorps.itch.io

+ character sprites WIP
+ boss attack mechanic OK
+ HUD mechanic OK
- Issue with the random generation of rooms
- Gotta remake room sprites