September 2017 (Week 2)

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Fixed various bugs with the new attack input system.
+ Fixed various bugs where character would get stuck in a charging animation if user button mashed the attack buttons.
+ Fixed bug where the game would accept charging a new weapon even though you were already charging a different weapon (if user held down two or more attack buttons).
+ Fixed bug where after getting hit, player could not move or dash away, even after the hurt animation looks finished.

Khryse

Dev:

Khryse-dev

Tools:

UE4

Web:

khryse-dev.tumblr.com

+ Added ledge grab
+ fixed up the wallrun listening to the player to make it more responsive
+ dabbled with destructibles, going to be a lot of fun when i find the proper settings
+ made some clutter assets
+ made the movement feel tighter
+ added position hold, since it turned out to be way more important for movement to not feel out of control

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Got demo out
+ Working on adding in a little tutorial
+ Changed the camera so its now controllable
- A bit undecided where to go from here.

Nox Striga

Dev:

Mez

Tools:

Unity, Blender, Paint.Net, Gimp

+ More tweaks to the cards, hand and other UI elements.
+ Few stuff added to the Overworld.
+ Rest is some background programming for the card database and a few minor things.
- I reduce my scope a little and I still need to review a bunch of areas and classes to clean things up.

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Added keyboard and controller rebinding, changed default controller layout (pic related)
+ Added lifetime stat tracking for points,kills,deaths, etc
+ Fixed a bunch of bugs reported from demo day
+ Some balance adjustments from demo day feedback (Level 2 has less safe spots, stage 1 boss's debree is more visible etc)
+ More patterns for level 3
- Art for level 3's gonna take a bit
+ Featured on itchio, oh god how do I handle all these views

Vampire's Bit

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com
twitter.com/jcsvampire

+ Started testing new level layouts
+ Everything working pretty well so far
+ Showed the game to someone IRL, got interesting feedback
- Spaghetti code everywhere
- I still suck at level design

From deep spiral

Dev:

takkongguy

Tools:

rpgmmv

Web:

takkongguy-blog.tumblr.com

+ Done overworld sprite for the main cast
+ Finished all event scenes
+ started doing data base and music,sound effect
- Addicted to monhun stories

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Increased default jump height
+ Made movement startup tighter
+ Melee attack recovers dash
+ Started nerfing melee for real this time
+ Added blur to some transitions

Pushy Cmulko

Dev:

Coppermoore

Tools:

Pygame

Web:

irc.freenode.net->#PushyCmulko

+ A couple of bugfixes and optimalisations
- Uni exams, so nothing special

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Added a new NPC
+ Added a new area and expanded another map
+ Fixed cut mechanic so a empty cut area doesn't register as a cut
- Played around with the delta time and slowdown mechanic, did a bunch of work that turned out to be shit
- Very very slow week, like a ton of motivation and push just went out of me after the demo day. I need to regain that somehow

Elements Torn

Dev:

Arkbrik

Tools:

Game Maker: Studio, Paint.net

Web:

tumblr.com/blog/elementstorn

+ Got plenty of useful feedback from demo day
+ Redesigned first level: less walking, more action
+ Made combat movement more generous
+ Fixed bugs found by testers

Unnamed Pixel Platformer

Dev:

Anonymous

Tools:

C++, Code::Blocks, SDL2, Aseprite, Tiled

+ Completely changed how the lightning attack works, hopefully more interesting this way
+ Enemies now avoid spikes in addition to walking off cliffs
+ Simple color effects on sprites and tiles implemented
+ Fixed bugs in the rolling attack physics, bounces should be more predictable now
+ Better error handling (generating placeholder textures if files are missing etc.)
- Can't outsmart your enemies anymore

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ started working on "cross AI relations" in order to make them act more like a group
+ AI can now fly in a drone-like pattern with multiple drones next to a target
+ refactoring and reworking the class hierarchy
- Fell into the trap of trying to make visual assets again, without succeeding to make one
- Not much proper content
- Started new Uni semester, "less time to work" and city atmosphere has got me down

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ The C++ rewrite continues
+ Death and KillZ reimplmented
+ Item system mostly reimplemented
- Got sidetracked doing some modding

The Jackal Cor Blaze

Dev:

AngryGhoust

Tools:

Game Maker 1.4, Paint.NET, SAI

Web:

angryghoust.tumblr.com

+ Started implementing proper UI
+ Worked on sprites and dialog portraits
+ Implemented second playable character
+ Figured out how to do more interesting bullet patterns

SFTL : Slightly Faster Than Light

Dev:

AZ

Tools:

Godot

Web:

vidyadev.tumblr.com

+ Final revision of the code, no more rewriting
+ Singletons
+ Rooms support variable sizes dynamically
- Took a long time, multiple refactoring to find a structure that works
- Need to reimplement features to take advantage of the new code

KnottenBarb

Dev:

Daxalog

Tools:

Blender, Unity, Paint Tool Sai

Web:

daxalog.tumblr.com

+ Re did my animations to now use layers to allow for easier
+ Cleaned up my Mecanim web to be more readable
- Dealing with unity's bullshit as it now causes all my animations to rotate, and sink into the ground and break for no reason
- God damn Unity. The engine stank but the engine game is tight

Mech Chip

Dev:

Plutoneus

Tools:

GMS2, Aseprite, Labchirp

Web:

twitter.com/Plutoneus

+ Started making the game (first progress post)
+ Posted 1 minute demo to demo day for the first time
+ I got so much feedback and I'm very thankful for my fellow aggies
+ afterwards, added animations to clearly show that holding down does something in the mech
+ added sounds for the same reason (this was the primary feedback given from the dd16 entry)
+ revamped room system (no more jank teleporting, it's all c o n n e c t e d and the camera moves as opposed to changing rooms)
+ learning a lot about game maker
- trying really hard not to cut corners
- things feel like they take longer than they should, but I believe it's just due to me being new to this

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Allies that join your party will now follow behind you
+ Can rearrange your party in the menu
+ Fixed bugs when transferring party members to next map
+ When entering a new map, the map name is displayed in the menu
+ Code clean up, just 20% of the core features left to implement

Sudokube

Dev:

Blank

Tools:

Unity

+ Steam Cloud works with saves
+ Steam Achievements implemented
+ Various other publishing items
- Didn't actually touch the game itself
- I've saved all the hard stuff for last

Thuby's Game

Dev:

Thuby

Tools:

Unity3D, Paint.net, Visual Studio

Web:

i.imgur.com/UVcrVf2.png

+ Added keys and doors
+ Added an inventory system
+ Added items
- Don't really know what to do now.
- Don't know how this game will turn out.

Good Night, Knight

Dev:

Knightdev

Tools:

GM:S, Aseprite

Web:

knightdev.tumblr.com

+ Enemy grabbing
+ Enemy interrogation
+ Flipping grabbed objects around
+ Raising/lowering grabbed objects
+ Grabbed objects basic interaction with environment, to be continued
+ Better debugging tools
- Multiple days creating 3D holes
- Scrapped 3D holes

Cash Sample

Dev:

SlowDancer

Tools:

RPG Maker MV, Photofiltre, Cubase 8, Internet, Water

Web:

soundcloud.com/slowdul

+ Leaning towards definitve Art Style
+ Grid Looting soon done after a background system
+ Gathered lot of ideas™ for my
+ Got more positive feedback
+ Starting work around a website

Roguefall

Dev:

Roguedev

Tools:

C, BearLibTerminal

Web:

roguefall.tumblr.com

+ Redid a bunch of stuff behind the scenes
+ Made menus work through either keyboard or mouse at the same time
+ Experimenting with "dark zones" that you can't see through based on some anon's suggestion via demo day feedback
- New Metroid was better than expected, ate up a whole bunch of dev time

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

+ Added camera panning when mouse in on the side of the screen
+ Fixed the siren's water spell
+ Worked on improving UI

Shipwreck

Dev:

ELB

Tools:

GMS 1.4

+ Fixed an item select bug
+ Have prototype potions and rations
- Vary slow progress

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Wrote my own geometry library because fuck it
+ Changed all my data formats and wrote tools to convert them
+ Integrated the map editor into the engine
- Broke EVERYTHING else

Legacy Code

Dev:

cytoshift

Tools:

GMS, Photoshop

Web:

cytoshift.tumblr.com

+ Beetle enemy: really big, lots of hp , shoots explosives
+ Revolver is a scifi laser gun now
+ Levels wrap around horizontally
+ Drones move slow to patrol and fast during alerts
+ Random balance changes