September 2017 (Week 3)

Khryse

Dev:

Khryse-dev

Tools:

UE4

Web:

khryse-dev.tumblr.com

+ Added input buffering
+ setting up combos
+ cleaned out web-swinging
+ made modular building tiles
+ added robots for beating made by other anon <3
+ a few state cleanups and adding a bunch of functions for combat system to work

Petite Witches

Dev:

Dwarfdev

Tools:

Godot, Krita, Clip Studio Paint

Web:

twitter.com/DwarfDev

+ battle system cleanup
+ add mising battle options
+ small bugfixes here and there
+ a bunch of little polishing features

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Separated cloth rendering logic
+ Updated boss with new looks
+ Changed wall kick again
+ Started doing new map elements

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Began progress on Tonfa, a late-game enemy I'd like to have at a solid stage before next demoday.
- Discovered a few ways of generic-ifying enemy AI code that unfortunately don't work as well as I was hoping. Oh well, I gave it a shot.

SFTL : Slightly Faster Than Light

Dev:

AZ

Tools:

Godot

Web:

vidyadev.tumblr.com

+ Unit combat
+ Units will break doors when they can't open them
+ Behavior trees
- Wrote slightly faster than "life" in last recap
- Implementing behavior trees took me way longer than excepted

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ Added a fleeing state for enemies so you can now play hide and seek
+ Fixed the lock-on aiming so that it can't shoot at impossible angles anymore
+ Added a buffer for the Lock-On so that it will always cycle between every enemy in range before going back to the first one locked
+ Might have for the first time an enemy design that isn't complete garbage
+ The quest for eternal cleanup continues
+ Projectiles will auto activate/deactivate their children components (e.g. particles)
+ Fixed missiles so that they properly collide now
- Didn't try modelling said design, it might actually suck
- No idea how I actually fixed the missiles. Then again, no idea why they weren't colliding in the first place.
- No tangible content

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Most of level 3 arted
+ Most of level 3's pattern done
+ ゲームを日本語に翻訳
+ Reworked JP Font rendering, added prompt for language select for upon save initialization and menu option to change language
+ The boss warning now fades if the player or a powerup is behind it
+ Expanded statics tracking to keep track of individual runs instead of just lifetime
- Art design of boss 3 undecided
- JP demo release at the mercy of Doujin site

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Reworked the global variable handler
+ Made so that I could place sound effects in the levels
+ Created a event with a cutscene and a couple of new animations
- Realized a couple of voices in the game is pretty shit, removed and redid them

Unnamed Pixel Platformer

Dev:

Anonymous

Tools:

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

+ Huge menu refactor, much more sensible now
+ Implemented a new attack (yet again), no sprites yet though
+ Fixed bugs in controller handling

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Added a few different weapon types, mostly multi-shot stuff. Still working on things to add to it.
+ Various tweaks.
- I'm redoing all my spawning code for the 4th time. Might be a while before I post any significant progress again.

Unknown World

Dev:

Dewdneym

Tools:

RPG Maker VX Ace

Web:

dewdneym.tumblr.com

+ Created new secret areas on the overworld
+ Writing more NPCs
+ Started new tileset for the jungle
- Spent too much time on my day job, not enough on this

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Logics for the Looting sequences
+ Alarm System and Breakable Doors draft
+ Some Art polish for Looting sequences
+ Lot of new Lore defining future gameplay
+ Leaning towards definitve Art Style
+ Starting work around a website

dungeon antfarm

Dev:

meatRay

Tools:

Monogame

Web:

meatray.com

+ First post that's "playable"
+ Rooms can have their spaces designed
+ Props can be spawned, including AI, Traps, and Interests
+ AI have basic behavior manager machines that will pilot them to loot
- Still need proper pathfinding for the players mazes
- Still need to make editing cost currency

Nox Striga

Dev:

Mez

Tools:

Unity, Blender, Paint.Net, Gimp

+ Few new art/cards
+ Made some temporary "basic" model for my Sanctuary Guardian (see pic). I kind of like it...
+ Some improvements to the card generation.
- Slow progress overall.
- Need to clean-up a bunch classes and assets.

sports

Dev:

alloyed, runninblood

Tools:

love

Web:

twitter.com/alloyed_devs

+ local multiplayer mode
+ Add minigame playlist
+ fixed some old bugs
- might be at magfest?

Good Night, Knight

Dev:

Knightdev

Tools:

GM:S, Aseprite

Web:

knightdev.tumblr.com

+ Objects physics/collisions
+ Damage from thrown objects/enemies
+ More on objects grabbing/throwing
+ New concept enemy, to be continued

Sudokube

Dev:

Blank

Tools:

Unity

+ Keyboard shortcuts
+ New difficulty level is partially implemented
- Playtesters are still saying the easiest levels are too hard

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Game menu functionality is done
+ Can now upgrade stats, skills and manage inventory items
+ Most core game functionality is done
+ Started to polish graphics
+ Fixing bugs and testing for overall consistency issues

Galactic Pocket Billiards

Dev:

Sirrico-Net Games

Tools:

Gamemaker

Web:

sirrico.net

+ Announced game
+ Getting ready to release demo
+ Full game maybe 75% done
+ Gee I hope it is fun
- Actually been working on it for a year

Sim Loli

Dev:

Anon

Tools:

C++

+ refactored police to use behavior trees
+ fixed car camera/physics (kinda)
+ started work on suspicion system
+ refactored the NPC Soul (stats, etc)
+ fixed a bunch of bugs
- still lots of bugs

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Got a zoom feature in
+ Started working on giving depth to the island
- Working overtime everyday at other job, less time for the game lately.

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ The C++ rewrite continues
+ Death menu pops up properly again
+ Item system reimplemented
+ Tried making some of my own music, I think it's passable

Vampire's Bit

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com
twitter.com/jcsvampire

+ Cleaning code and fixing bugs
+ I finally know how I want some of the new animations to look
+ Started designing more levels
- Nothing new to show this week
- Got invited to take part on a collab project, so I'll splitting my time with that

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Wrote a dynamic dialogue engine so chatty NPCs can shitpost in space
- Tried to rewrite the entire renderer and just broke everything again

Eye of the Medusa: Beyond

Dev:

Dogma

Tools:

KallistiOS/SDL

Web:

twitter.com/CaptDreamcast

+ Used my massive cranium to figure out that recaps are always on monday
+ Windows version no longer needs Visual Studio runtimes
+ Web version got another fix
+ Implemented a third of the patterns
- Still two weeks behind schedule for a monthly game

Legacy Code

Dev:

cytoshift

Tools:

GMS, Photoshop

Web:

cytoshift.tumblr.com

+ Beetle attacks with its own projectile instead of grenades
+ Added a laser trip wire
+ Implemented a perk system because this is a roguelite
+ Made a tumblr
- posted nothing on tumblr

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Started implementing Spear Impale attack.
+ Fixed bug where you get stuck in the charging animation if you dashed while charging.
+ Charging is now forcibly aborted if character was hurt with flinch while charging. In that situation, releasing the attack button would do nothing.
+ Controls are changed for mouse: Simultaneous left + right mouse button is no longer assigned to 3rd weapon by default. Instead, it's now assigned to middle mouse button. Targeting using mouse is now assigned to mouse button 4 by default.
- Internet connection briefly got disconnected yesterday because of late payment

Sinners

Dev:

Retrograde

Tools:

Unity, Photoshop, MS Visual Studio

+ Project started
+ Implemented play field grid
+ Implemented character select and movement
+ Created shitty placeholder titlecard
- Buggy as all hell
- I have no idea what I'm doing

Pushy Cmulko

Dev:

Coppermoore

Tools:

Pygame

Web:

irc.freenode.net->#PushyCmulko

+ New animation system
+ Sinkable cubes and fillable water
+ Particles
+ Working fullscreen toggle

Ironmash!

Dev:

Norby

Tools:

Unity, Paint.net, Inkscape

+ New turn tracker
- no much progress this week