September 2017 (Week 4)

Unconventional Warfare

Dev:

UW Devs

Tools:

Unity

Web:

twitter.com/unwargame

+ New mainmenu
+ Object pooling system upgraded
+ Finally started working on combat
- Took longer than planned to decide on AI(picked Behavior Designer over Utility)

jamos

Dev:

anon

Tools:

c sdl allegro

- Started again, old code was too complex
+ Reusing most of my source files so its not that bad
+ Got rid of all project files, makefiles, cmake scripts
+ Making it self-hosted, bundling compiler and libs with the app
- Miniz Zip source code needs endian defines, which needs build configuration, so cant use zip
+ LZ4 and TAR dont have this requirement, so I made my own zip-like-system using tar archives that are then LZ4 shrunk
+ I can recompile the app as java using a c-to-java translator, and it still works when running the .jar file

The Jackal Cor Blaze

Dev:

AngryGhoust

Tools:

Game Maker 1.4, Paint.NET, SAI

Web:

angryghoust.tumblr.com

+ Implemented dialog system
+ Improved the main menu code
+ Re-fractured the weapon handling a bit
+ Worked on the dialogue portraits for the characters
+ Decided on how the 1st boss looks.

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Impaled enemies now break free properly when hit with the charged warhammer attack
+ Added particle effects to the spear impale attack
+ Added shattering visual effects when an impaling spear is broken
+ Fixed bug with being unable to hit impaled enemies

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ New map element to add a twist to boosting
+ Started making moveset for a boss
+ Fixed rare issues in IK and sound effects

[Unnamed Vectrex game]

Dev:

Dogma

Tools:

Assembly

Web:

twitter.com/CaptDreamcast

+ Released Eye of the Medusa with great critical success
+ Made a small demo to check that my Vectrex gamedev setup still works
- The current dev setup needs Dosbox which kinda sucks

Pushy Cmulko

Dev:

Coppermoore

Tools:

Pygame

Web:

irc.freenode.net->#PushyCmulko

+ Poking the rendering system to make the camera work with maps greater than 16x16
- It's not easy to make efficient
- Incomplete implementation makes the game into an abstract art piece sometimes

Khryse

Dev:

Khryse-dev

Tools:

UE4

Web:

khryse-dev.tumblr.com

+ redid my rig to support root motion and proper forwarding
+ redid ALL of the animations, which was pretty crazy, never expected to've made so many
+ figuring out post-processing stuff bit by bit
+ setting up AI right now

Unknown World

Dev:

Dewdneym

Tools:

RPG Maker VX Ace

Web:

dewdneym.tumblr.com

+ Mostly finished jungle tileset
+ Set up stats, movesets and distribution for a bunch of enemies
+ Created sprite for a new enemy and boss
- need to finish a sidequest I put on the backburner
- need to finish a story event.

Thuby's Game

Dev:

Thuby

Tools:

Unity3D, Paint.net, Visual Studio

Web:

i.imgur.com/UVcrVf2.png

+ Removed old movement in favor of normal 2D movement.
+ Started working on forest backgrounds.
+ Added animations to the player.
+ Added first enemy.
+ Changed screen size to be exactly 18 tiles high and 32 tiles wide.
- Enemy needs animation.
- Forest backgrounds far from finished.

Project Blue Rose

Dev:

Hessra

Tools:

GameMaker, Clipstudio

Web:

projectbluerose.tumblr.com

+ Rough movement animations for MC
+ Background for first level almost finished
+ Bit of work on enemies
+ Illustration for a major character's dialogue box

Nox Striga

Dev:

Mez

Tools:

Unity, Blender, Paint.Net, Gimp

+ Best way to describe the progress this week is: simplify & cleanup. Went over the design of various aspect of the cards and players to simplify a bunch (stats, resources, attributes, etc.). Need to test some more to see how everything holds up and if it needs more cleanup.
- Not much else.

Memepoly Survival Game#4758

Dev:

Atenal

Tools:

Unity, Blender

+ Procedural generation for vegetation and clutter. Modular and easy to add new types of clutter/vegetation and their spawn rules, variations.
+ Basic construction system
+ Quick placeholder character model and animation
+ Basic interaction with vegetation (trees)

Unnamed Pixel Platformer

Dev:

Anonymous

Tools:

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

+ Upgraded the attack system to work with multiple hitboxes per attack
+ Some work on a level end screen
- SDL2 update brought a handful of new issues that had to be fixed

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

- No concrete progress for the last 5 days
+ Got some good concepts gameplay wise

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ Fixed missiles collision, again, hopefully for the last time.
+ Theorical knowledge
- Worked on a model for a week, still no model
- No real progress, no time to do real progress this week either
- So little progress I forgot what was the other thing I fixed
- HDD about to fail, let's hope it holds up until I get a new one.

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Polishing code in preparation for save/load states
+ Random encounters that move on the maps
+ Debugging battle system
+ Polishing battle UI
+ Adding more enemies
+ Adding more battle attack effects

Sudokube

Dev:

Blank

Tools:

Unity

+ Steam Leaderboards work now
+ Minor bugfixes
- I really want to move on to a new project already

Gunsun Zeros

Dev:

GearSting

Tools:

UE4, Blender, Affinity Designer

Web:

gearsting.tumblr.com

+ added health bars to the enemies
+ weapons now have their own charge bars so they charge even when swapped out
+ I bit of ui animation
+ fixed the robots' aim going off slightly when they walk
+ fixed the robots not strafing around obstacles properly
- this is for last week as well
- wage slaving really cut into my days

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Game now detects invalid run conditions and will stop logging statistics (if you game over, if you use a code, etc)
+ Added an intro to the stage 3 miniboss
+ Rebalanced level 3 some
+ Nerfed homing shot a little, further tweaked homing missile behavior
+ Got Kanji support working without all sorts of crashes
+ Animating the stage 3 boss
- animation is suffering
- slow week

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ The C++ rewrite continues
+ Got horrible banding on screen flashes, had to selectively disable SRGB conversion
- Busy week, not much else to report

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Did some more natural landscape for the floating island instead of just being flat
- Very busy this past week. Overtime @ job, car breaking down, and starting to workout again gave me almost no free time to work on my game. Gonna try to set aside atleast an hour everyday when I get home from work.

sports

Dev:

alloyed, runninblood

Tools:

love

Web:

twitter.com/alloyed_devs

+ Single screen mode
+ moving targets
- the collision engine doesn't like targets facing the opposite direction for some reason

Harmon:i:c

Dev:

AWK

Tools:

Godot

Web:

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

+ Animations can now disable input, still have to implement animation skipping
+ Working on level 1-2 which should be a better introduction to pins and bridges than the old version, it should also teach camera mechanics better
+ Secret path for level 1-1
+ Fixed the misaligned map camera

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Work on Tonfa continues. Hitboxes partially coded. Working on hurt states next.
+ Got new placeholder sprites!

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Did very very boring space research
+ Might be collaborating with other devs on star and planet generation
- Fucked around with song lyrics and that was a total waste of time
- Renderer is still trashed

Good Night, Knight

Dev:

Knightdev

Tools:

GM:S, Aseprite

Web:

knightdev.tumblr.com

+ New pots, and broken pots particles
+ Yet more on characters and objects grabbing/throwing, to be continued
+ Ability to fill containers with liquids
+ New particles system, hopefully final
+ Fixed a small FoV bug, the last one as far as I know
+ New buttons for caves area
+ Some new buttom functionality

Legacy Code

Dev:

cytoshift

Tools:

GMS, Photoshop

Web:

cytoshift.tumblr.com

+ In game menu to show all upgrades
+ Lizard tries to attack the player now, instead of just being random
+ Beetles dont walk off edges, shoot gas clouds instead of bullets
+ Tripwires are destroyable with bullets or explosions
- Adding special rooms to level generation is taking too long :(

Sim Loli

Dev:

Anon

Tools:

C++

+ Made the loli look slightly less nightmare-inducing
+ Worked on life events system and its effects
+ Expanded dialogue for playing-doctor scene.
- Wasted a long time on editing a sprite that will probably get replaced