August 2017 (Week 5)

Nox Striga

Dev:

Mez

Tools:

Unity, Blender, Paint.Net, Gimp

+ Few tweaks to the board, cards and cards representation on the board.
+ More card arts done for "extra" cards (Created from others in play for example, or for the AIs signature cards)
+ Overall, mostly cosmetic stuff again. Most elements are ready to be integrated in the match and called when necessary.
- For now, streamlined a few areas where encounters can happen since I could get loss...

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ The C++ rewrite continues
+ Centralized asset loading
+ Map entity loading
+ Skybox reimplemented
+ Frame limit to 300Hz when not using Vsync (it was running at about 3kHz before)
+ V-Sync for older MESA and SGI cards on linux
- Min OpenGL version raised to 3.3 again (needed for easier attribute layout)

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Updated and broken melee
+ New title screen
+ Changed sliding
+ Option for separate dash button
+ Improved laser beams and similar attacks
+ Revamped boss fight
+ New enemies
+ New pistol upgrades
+ Better wall jump
+ Reworked wall running
+ Dashing keeps some momentum
+ Camera moves with player speed
+ Grenades and flares are sticky
+ Smoothing water tiles surface
+ Some water flow simulation
+ Power sliding
+ Heat distortion effect near flames
+ Increased gravity
+ Experimented with audio effects
+ Added coyote time
+ Fuckton of bugfixes and tiny improvements

SFTL : Slightly Faster Than Light

Dev:

AZ

Tools:

Godot

Web:

vidyadev.tumblr.com

+ Pathfinding use room cells
+ Fire
+ Units can extinguish fire
+ Moving platforms
- Bugs
- I need to fix path following
- Heavy functions are called more than it should
- Still not having enough sleep

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Made a turret enemy that shoots lots of bullets, then tweaked it to make it more manageable
+ Camera now tracks the player
+ Added a new enemy type: Ricocheting Bullet. It bounces between one side of the playing area to the other.
+ Everything now takes Delta Time into account, so physics should be less weird at higher frame rates.
- Wave generation system still needs to be changed to be less of a mess.
- Feature creep is one Hell of a drug

Crystal Tower Defense

Dev:

blu3

Tools:

Unity, Blender, Paint.NET

+ Tower Upgrades
+ Tower Perks
+ Basic UI
+ Ragdoll for Enemies
+ Basic Game Cycle (Spawn Wave, Wait, ...)
- Basically back end is almost done
- Still a shit ton of bugs, gold resource not implemented, no content besides 1 tower, no sound/music

Gunsun Zeros

Dev:

GearSting

Tools:

UE4, Blender, Affinity Designer

Web:

gearsting.tumblr.com

+ New test level
+ zero g pads
+ enemy spawner
+ many new guns
+ flying robot enemy
+ better lighting
- lots of progress because I've missed a few recaps

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ rewrote the AI to fit with behavior trees
+ turrets
+ AI can assume different (basic) movement behaviors when in range of the player
+ refactoring
- target leading is wrong, gotta re-do it pretty much entirely
- haven't gotten around making levels

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

- spent all week trying to fix multiplayer that got broken thanks to new scripts
- only 4 days to demo day and still lots to do

Pushy Cmulko

Dev:

Coppermoore

Tools:

Pygame

Web:

irc.freenode.net->#PushyCmulko

+ New portraits
+ Some pathfinding tweaking

Harmon:i:c

Dev:

AWK

Tools:

Godot

Web:

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

+ The Hub is back
+ Hub buttons are the same as before but now they dynamically draw their connection paths based on the level's Goals instead of being hardcoded
+ Sprite colors are now taken from a dictionary instead of being hardcoded, now I can change the goal color for example and the hub button's core color will be changed together with it
+ Working on an animation queue system, this will be used for the black swipe transition and possibly other animations with the added benefits of automatically queuing several animations together with arbitrary durations without having to manually set timers for each combination of animations, the ability to invert animations automatically depending on whether the panel is being enabled or disabled and without spilling animation code spaghetti all over the place
+ Levels are now preloaded on startup, they aren't pre-instanced yet though
- I might be over-engineering the whole animations thing
- No Demo Day this month since there's nothing interesting to play with yet

Triumph of the Cosmos

Dev:

anon

Tools:

C#/Monogame/XNA

Web:

triumphofthecosmos.wordpress.com

+ Property catalog bare-bones done
+ Property inspector bare-bones done
+ Credit tracker (without use currently)
+ Refactored sidebar with help from brother
+ Starting point for what items to have
+ Inventories as queues of changes over time
+ Mining module that harvests regularly (used for testing inventories)
- Not sure what these - bits are for. seems to be anything other than progress
- Still need to add trades and actually put stuff in the property inspector

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Made a bunch of cutscenes, decided on a style where I just based the cutscenes on edited photos
+ Did some work on two new areas.
+ Fixed the music engine so that music fades between cutscenes and areas
+ Enemies actually feel fun to fight against
+ Different tiles now produce different sound when stepped on
- The monogame video player leaks memory and I realized that my own implementation of the video player messed with the sound buffer. I had to remove all instances where the video player was being used.

Asteroids Rogue

Dev:

CowThing

Tools:

Godot, Aseprite, Blender

+ There is now a menu between levels to select the next level. In the future this will be a lot fancier and have a shop to buy repairs and upgrades.
- Didn't make a lot of progress this week. And wont have enough content for demo day

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

- My soul was being sapped out of me by jury duty this past week and I didn't really get anything done...

Khryse

Dev:

Khryse-dev

Tools:

UE4

Web:

khryse-dev.tumblr.com

+ Added a bunch of visual flair
+ some enviro textures
+ added movement goals
+ added stamina system
+ added basic bot with animations
+ working out a level for the demo day
+ added lock-on system

Project M

Dev:

Adam

Tools:

Unity, Blender

Web:

twitter.com/7TowersSoftware

+ Cleaned up some spaghetti
+ got a good idea on how to deal with back weapons
+ almost finished designing a new mecha
- computer was ded and I couldn't dev too much

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Fully implemented the charged warhammer attack, enemy gets knocked down on hit
+ Implemented Rapier parry. Parry automatically triggers on the first and second attacks of the Rapier's regular combo
+ Added some improvements to the Attack Editor (copy-paste of hit detectors)
- Wasted time looking into git-lfs, ultimately decided not to use it anyway

Still Not Dead

Dev:

Glove Games

Tools:

Unity, aesprite, sfxr

+ skull system beginnings
+ new music track
+ prettier menu
+ new logo

KnottenBarb

Dev:

Daxalog

Tools:

Blender, Unity, Paint Tool Sai

Web:

daxalog.tumblr.com

+ Ellipses now has a framework that allows for item pickups.
+ Starting a side project for an "Eggman" Simulator.
- Have to prepare for the new college year
- Find way that allows models to look good and react to light. Goal: Something like Source games.

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Cutscene video playback system done
+ Dialogue system polished
+ Game menu art and animation done
+ Game menu base functionality done

Newgame Quest

Dev:

bald russian

Tools:

ps & flash (fuck off I can only program as2 and php)

+ everything planned
+ home hub
+ 8-directional mc spritesheet done
+ 80% of NPC dialogue written
- main city hub wip
- secrets wip
- engine wip

Sudokube

Dev:

Blank

Tools:

Unity

+ Background/music transition automatically or on key press
+ Player saves w/ Steam Cloud integration
+ Cleaned up a lot of older code
- I didn't realize Demo Day was so soon. Time for a week of hurriedly adding and tweaking features

Negativa Poetica

Dev:

Lintire/Template88 and co.

Tools:

Godot, PS, Piskel, Fruityloops

+ Buncha fully implemented enemies and sprites
- Gonna be a mad scramble to rig up the boss for this level and work out whatever the fuck it is I'm doing with these shadows and overlays before DemoDay.

FTC

Dev:

RPG

Tools:

UTY

Web:

fleettacticalcommand.com

+ secured $50k in investment
+ made initial offer on a property for lease
+ 3 new tracks complete
+ artists still chugging along with projects
- 2nd programmer is AWOL
- code development stalled

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Map editor accounts for relativistic time dilation when simulating history
+ Day job has gotten a little less hectic and I can dev more often
- Main menu music has a lot of instruments and it's getting out of hand
- Gonna miss another demo day

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Tryn'a demoday
+ Added "guest account" vulnerability
+ 802 wishlists
- Obsessing over small/unimportant things
- Scenario development constantly exposes broken things