October 2017 (Week 1)

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ fully implemented spear impale attack: enemies break free once their stamina is full, but the spear will break earlier if you attack the impaled enemy too much
+ added more particle effects to the spear impale attack

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ Reworked the missile homing, they now home back onto their target if they miss, instead of getting stuck in a circle
+ Multi-locking system for firing volleys of missile towards multiple enemies
+ Changed how hit stops work
+ Small input buffer
- was sick for part of the week, busy with school for the other, less progress than expected$
- "worked" on visuals again
- HDD really about to fail

Khryse

Dev:

Khryse-dev

Tools:

UE4

Web:

khryse-dev.tumblr.com

+ Added AI
+ enemies will track you, lose you, try to kill you and return to their spawn point
+ enemies will get hit ministuns and will get stunned from big damage
+ added customizable hitboxes and refined the way combos and animations work

Good Night, Knight

Dev:

Knightdev

Tools:

GM:S, Aseprite

Web:

knightdev.tumblr.com

+ Ability for pots to hold liquids
+ Ability to flip pots 90 degrees
+ Ability to fill up pots at pools directly
+ Ability to dump pots contents out
+ Some more cleaning up on the grabbing/throwing code

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Added controller support
+ Started to work on two maps, a forest and a town section
+ Gave the player the ability to crouch
- Using the sword with the controller doesn't feel good. The sword use really doesn't translate well to joystick.

Project Blue Rose

Dev:

Hessra

Tools:

GameMaker, Clipstudio

Web:

projectbluerose.tumblr.com

+ More progress on the backgrounds
+ Running animation finished
+ Actually working healthbar
+ Redrew old sprites, pretty much everything is on the same resolution now
- Swamped in other work

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Stage 3 patterns mostly done
+ Boss animation done
+ Boss pattern around half done
+ Fixed the laser doing either way to much damage or not enough depending on how the button was fanned
- Bits of the pattern were repetitive/not so they're gone
- overall slow week

dungeon antfarm

Dev:

meatRay

Tools:

Monogame

Web:

meatray.com

+ Rendering in 3D!
+ Implemented a "lazy" pathfinding solution
+ Implemented more behaivours
+ Began working on team-manager AI, and win/loss
- Working too much, so no dev time
- Now I need to do 3D models and I suck at it
- Now I need to animated and I suck at it

Nox Striga

Dev:

Mez

Tools:

Unity, Blender, Paint.Net, Gimp

+ Some UI changes and improvement.
+ Worked on the overwold.
+ Still redesigning the cards

Glitch Dream

Dev:

gukajogu

Tools:

GameMaker Studio, CLIP Studio Paint, aseprite

Web:

gukajogu.tumblr.com
twitter.com/gukajogu

+ remade the map and some of the UI
+ lots of new dialog and overall story planning
- slow week due to real-life duties etc
- still no better name

UP 2-3

Dev:

SageOne

Tools:

Game Maker Studio

Web:

sageone.itch.io/up2-3

+ core puzzle and 5 difficulty levels
+ main, settings and credits screens
+ added animated background
+ added some music and UI sounds
- temporarily removed resolution change due to scaling fuckups

Scrap Galaxy

Dev:

J3X

Tools:

Unity

Web:

scrapgalaxy.com

+ Fixed several bugs in introduction level.
+ Managed to upload game to Steam.
+ Filled in some more things on the Store page.
+ Fixed tickets to game conference and booth.
- Need to drop some features for release.

Galactic Pocket Billiards

Dev:

Sirrico-Net Games

Tools:

Gamemaker

Web:

sirrico.net

+ Released demo! Leave me some feedback please
+ New cover art
+ Added speed slider (to be released in next demo)
+ Changed some colors around (same as above)
- Nobody is downloading and giving me their thoughts

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Buff/Debuff system implemented, pending testing
+ Each unit can have a default attack effect, and multiple spell effects
+ Added a new enemy
+ Added new default attack effect
+ Tweaking camera tilt/zoom when units attack and cast spells
+ Replaced all placeholder skill/status icons
+ Battle system debugging

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Game now runs in 16:9 resolution instead of 4:3, making the game upscale correctly on most modern screens.
+ Tonfa hitbox scripting complete
+ Tonfa dazed states complete
+ Fighting ring made wider and fighting ring code simplified
+ Had a more productive week than expected in general

Unconventional Warfare

Dev:

UW Devs

Tools:

Unity

Web:

twitter.com/unwargame

+ Rifle and knife added
+ Blood splash added
+ Cover to Cover AI behavior
+ Retreat option when encountered enemy
+ Character skills(+UI for it)
+ UI Improved(Button & some BGI)
+ Training WIP
- Artist is hard to find

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Added throwing the anti storm storm ball with your paddle
+ About to drop the greatest meme trailer humanity ever dared to witness
- Gamedev progress screeched to a halt since last Thursday

Unnamed Pixel Platformer

Dev:

Anonymous

Tools:

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

+ More work on the special attacks
+ Some optimizations for ground collision testing
+ Workaround for a strange driver bug for a snes controller adapter in linux
- Need to come up with a better way to generate mappings for unsupported controllers
- The same adapter doesn't work at all in windows

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Working on GFX via a Jam Game until nov 9
+ Working on eventing via a Jam Game until nov 9
- There's no skeleton theme for the recap

Gunsun Zeros

Dev:

GearSting

Tools:

UE4, Blender, Affinity Designer

Web:

gearsting.tumblr.com

+ made a deployable Sentry Gun
+ reworked some of the enemy targeting so they can shoot the sentries
- getting smashed by work

Sudokube

Dev:

Blank

Tools:

Unity

+ Rewrote controls to be less horrible
+ Basic anti-cheat logic for leaderboards
- However I lost millisecond precision for the leaderbord because Steam server only returns UTC time
+ Minor bug fixes
- My game has no visible progress from now until release except for when I replace the UI
- No idea how I'm going to market this aside from the basics

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Got the new renderer working
+ Replaced my custom GUI shit with an existing library
+ Made the renderer play nice with the new GUI toolkit
+ Rewrote the core runloop to use an explicit scene stack
+ Refactored some stuff into separate libraries
+ Refactored the map view into a reusable GUI widget
- Mouse clicks are being handled by the wrong widget and I don't know why

Vampire's Bit

Dev:

VampireDev

Tools:

Game Maker, Photoshop

Web:

vampiredev.tumblr.com
twitter.com/jcsvampire

+ Reworking a lot of code to test new features
+ Working on new animations and misc. art stuff
- I think bonus stage background ended looking too busy
- Splitting time with side project

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ The C++ rewrite continues
+ Got started on the static mesh and weapon systems

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Contact damage can destroy tiles
+ Tile regeneration
+ More improvements and stage for a boss
+ Jumping on higher platforms is tighter
+ Dash doesn't get in the way with connecting jumps

Thuby's Game

Dev:

Thuby

Tools:

Unity3D, Paint.net, Visual Studio

Web:

i.imgur.com/UVcrVf2.png

+ Changed the colour palette to the Dawnbringer 32 palette.
+ Gave the enemy some nice animations.
+ Started using Unity's new tiling system.
- It's unfinished and complicated to script for it.
- Scrapped the background.
- Still don't know how to make good backgrounds.

Sim Loli

Dev:

Anon

Tools:

C++

+ Went through all palettes for eyes/hair/body and made them better + implemented ones that weren't there before
+ general art improvements
+ dress clothes
+ Added in a kindergartner sized portrait
+ Added in a system for portrait-offsets to minimize amount of work needed for kidnergartner/middleschooler portraits

Bunny Game

Dev:

Anon

Tools:

Love2d

+ Started project
+ Player animation and movement
+ Tileset and map loading
+ Automatic tiling

Harmon:i:c

Dev:

AWK

Tools:

Godot

Web:

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

+ Kinda finished Level 1-2, didn't test it extensively yet
+ Ported old Level 1-2 (now 1-3) since I liked it, I will probably put the other old levels in some kind of hard mode extra chapter and make new ones with a smoother difficulty curve since that was the main complaint, still trying to figure out what a good curve is
+ Added player step and swipe sounds
+ The experimental module system I made (pic related) is working out fine so far
+ Moved a few variables around to a singleton, wow

Unknown World

Dev:

Dewdneym

Tools:

RPG Maker VX Ace

Web:

dewdneym.tumblr.com

+ (mostly) completed sidequest I put on the backburner. Can't do the dance cutscene until music is made for it.
+ created some new enemy sprites
= Halfway finished with promo art
- not working hard enough