October 2017 (Week 2)

Generic Zombie Shooter - Redux

Dev:

Generic Dev

Tools:

Java, Slick2D, Aseprite

Web:

twitter.com/packetpirate

+ Added enemy controller to manage enemy waves.
+ Added experience and leveling system with training screen to enhance abilities.
+ Added some new status effect items.
+ Added another zombie type.
+ Increase resolution.

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ HDD failed. But my files didn't sink with it.
+ Refined the input buffer and made it more clear to me
+ Cleaning up some AI stuff
- Wasted an afternoon fetching the new HDD
- Wasted another one copying files and replacing it
- Progress machine broke
- I thought the ghost would be much cooler and there's no skeleton.

Unnamed Furry Defense Game

Dev:

PlayerEmers

Tools:

UE 4, Blender, Gimp, Krita

Web:

twitter.com/PlayerEmers

+ Character movement done
+ Camera controls done
+ First one handed weapon done and implemented to the game
+ Some blend animation issues fixed
+ Animations tweaked
+ Character colors adjusted
- There is still some minor animation blend issues
- I think im really slow at making progress, specially because im still learning and sometimes i take breaks that are too long

Glitch Dream

Dev:

gukajogu

Tools:

GameMaker Studio, CLIP Studio Paint, aseprite

Web:

gukajogu.tumblr.com
twitter.com/gukajogu

+ changed the resolution and made a better HUD;
+ finished the first quest of the game;
+ made new vending machines for noodles and energy drinks;
+ got player feedback for the 1st time;
- the resolution change fucked a lot of the art;
- slow week;

Spice Trader

Dev:

goet

Tools:

Unity

Web:

twitter.com/goetworks

+ rewrote the game to work with the new Tilemap system
+ implemented pathfinding so the game is now click to move
+ towns can produce and consume spices again and they grow in size if their needs are met
- the current system for leveling up towns is fairly basic and too uniform
- need to find a way to communicate with the player because the changes are too infrequent for the player to realize they are affecting the gameworld

Galactic Pocket Billiards

Dev:

Sirrico-Net Games

Tools:

Gamemaker

Web:

sirrico.net

+ Adding changes from demo feedback
+ Started working on promo material
+ Preparing for 2nd demo release
- Android capping at 60fps is a bummer
- GMS is actually a meme

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Made a water shader
+ Finished up the forest area
- Had to remake the water shader,
- Started a side project

The Jackal Cor Blaze

Dev:

AngryGhoust

Tools:

Game Maker 1.4, Paint.NET, SAI

Web:

angryghoust.tumblr.com

+ Worked quite a bit one the first boss
+ First boss is almost finished
+ Mouse support for main menu
+ Redone some sprites
+ Added typewritter effect for dialogues

Unknown World

Dev:

Dewdneym

Tools:

RPG Maker VX Ace

Web:

dewdneym.tumblr.com

+ Got progress done on both branches of next major story event.
+ created miniboss battle event
+ created a bunch of small events that may affect the main story events depending on your actions
- gonna have to get a normal job which will cut into dev time /blog

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ I can now batch objects to spawn into arrays and store that in a wave object. Which makes for a much easier time of creating, testing, and storing that information.
+ Built a universal pickup system that can be tweaked to give better or worse chances of certain item drops, like health and weapons. It can also forcefully spawn anything at any time.
- Need to build a wave creation system and find a way to write and load them from a file.
- I'm way behind where I wanted to be by this point.

Nox Striga

Dev:

Mez

Tools:

Unity, Blender, Paint.Net, Gimp

+ Mostly redesigning cards and mechanics. It feels a lot closer to the original idea, uses less card types and promotes more play styles.
- The focus is on the Necromancer at the moment. After getting a second class redesigned, I'll test them together. The others will have to wait for more progress on the programming side of things.

Khryse

Dev:

Khryse-dev

Tools:

UE4

Web:

khryse-dev.tumblr.com

+ Added second combos
+ Added third combo
+ Started doing VFX for hits
+ Learned a bunch of cool things about making VFX
- Spent most of the week following tutorials, so not much visible progress

Sim Loli

Dev:

Anon

Tools:

C++

+ Finally got NPC pathing to work again properly! Now they don't phase through walls inside!
+ Fixed important bug (crash when you chloroform girls) which fixes other end-of-dialogue issues too in the future.
+ Clothes now have alternate colour palettes + everything now externally defined in JSON files for easy modification
+ Added a conversion tool so I only draw 1/3 of the hair small sprites and compute offsets for rest
+ Added short/long/alternate pigtails for hair in the small sprites too
+ Added an "eating an invisible hotdog" pose for girls

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Not that much done this week, but I did manage to get off work next week to do some serious devving done.
+ preliminary coding for Tonfa falling/rising scripts in place.
- The enemy rising/falling states are the most complicated part of enemy scripting so i'm trying desperately to not break fukken everything implementing them.
- TF2 IS UPDATING AND I CAN FEEL THAT IT'S GONNA TANK MY PRODUCTIVITY AAAHHHH

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Replaced garbage collection with reference counting in the bytecode interpreter
- Tried to do weird things with sphere topology and my brain exploded
- Still stumped by widget event handling
- It's pissing me off

Unconventional Warfare

Dev:

UW Devs

Tools:

Unity

Web:

twitter.com/unwargame

+ Traning added (without animation)
+ Hurt face added
+ Rifle sound added
+ Sentry AI added
+ Character weapons loaded from DB
+ Gave up looking for an artist
- Gave up looking for an artist

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ fixed some bugs with the animation (position of hand when gripping weapon is off, spastic rotation of elbows on certain attacks, etc.)
+ started working on torso leaning up/down so your attacks are more in line when the targeted enemy is above or below you

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Working GFX/scripts via a Jam Game until nov 9th
+ Map Board
+ Player numbers selection screen
+ Dice script
- There's no skeleton theme for the recap

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ The C++ rewrite continues
+ Refactoring texture system to eliminate some race conditions
+ Weapon system, particles, and animation have to be implemented all at once so that's taking a while
- Not helped by new Warframe update, been playing way too much of it

Harmon:i:c

Dev:

AWK

Tools:

Godot

Web:

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

+ Working on Level 1-4
+ Scanline and glow effect, I haven't touched shaders yet though
+ Movement input buffering for animations, now you can speed up animations to skip them and you will also move once the animation is finished
+ More sounds added
+ Fixed many bugs and issues, particularly related to rewinding

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Added new cave battle background
+ Sketched a handful of new battle enemies
+ Added new battle enemy
+ Added two new story NPCs
+ Animating cutscenes

Sudokube

Dev:

Blank

Tools:

Unity

+ Buttons now tell you how many of each number are left
+ Cleaned up some old code and then made some new messes
+/- Trying to figure out how to cram a tutorial into my game
- Still have project burnout