October 2017 (Week 3)

Unknown World

Dev:

Dewdneym

Tools:

RPG Maker VX Ace

Web:

dewdneym.tumblr.com

+ More work on the pirate event. Came up with a third story branch.
+ just made some NPCs.
+ began mapping one of the next dungeons
- Dwarves are hard to make when you only have a 16x16 canvas.
- important border tiles in the forest tileset still need to be made.

Nox Striga

Dev:

Mez

Tools:

Unity, Blender, Paint.Net, Gimp

+ Did a few card's art and environmental textures.
- Progress took a halt this week in favor of the Halloween jam. Will resume on the 1st of November.

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Attacks now properly make use of torso-lean-to-target
- Terrible headache so had to take a break for the rest of the weekend

Unconventional Warfare

Dev:

UW Devs

Tools:

Unity

Web:

twitter.com/unwargame

+ Search AI
+ Basic guard area & return fire AI
+ Local communication AI
+ New environment textures
+ weapons sounds(pistol & knife) added
+ Status Icon pops up(only "surprised" for now)
- Programming is easy, but Art isn't.

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Made so that the player can interact with objects (i:e pop up window with info)
+ Made so that events can be triggered by said obejects
+ Tweaked the AI, he's getting pretty sick at blocking

Khryse

Dev:

Khryse-dev

Tools:

UE4

Web:

khryse-dev.tumblr.com

+ combed out the autoguidance spaghetti
+ made some VFX for practice
+ added simple walljump
+ getting ready for the demoday

Good Night, Knight

Dev:

Knightdev

Tools:

GM:S, Aseprite

Web:

knightdev.tumblr.com

+ Finished skeletons AI and attacks
+ Added spider webs traps
+ Started on small spiders enemy
+ Misc fixes and cleanups

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ New placeholder mecha based on an actual design (needs to be refined and textured)
+ animations for the new mecha skeleton: flight cycle, dashing, shooting, heavy knockback
+ missiles suffered yet another terrible change and function on another system, much easier to tweak
+ learned some practices concerning UE4's animation handling system, animtrails and animation events, which are going to cut down a lot of spaghetti
+ huge cleanup in the base class for characters, have a good idea how it's going to work now
+ started working on the new melee system, have a plan for how it's gonna work
+ wrote some story drafts that don't completely suck, as well as a main motive behind bosses and levels
+ scribbled a design, turns out it fits with an enemy I want to do
+ there's a skeleton option now
- spent way too much time on this missile bullshit
- might add a couple bones to the new mecha, which means I'll have to re-do the anim bp again
- had completely forgotten about Demo Day
- little actual new and interesting content for Demo Day, none of the changes I wanted for dynamics/speed of the game
- still want to release a meaningful demo

Still Not Dead

Dev:

Glove Games

Tools:

Unity, aesprite, sfxr

+ update 8
+ 3 new enemies
+ 4 new difficulty skulls

Shipwreck

Dev:

ELB

Tools:

GMS 1.4

+ Can use shields to block
+ Added knock back
+ Added stagger effect
+ Made a lot of code universal
+ Added factions and potential PVP support
- A lot of stuff is still half baked
- Had to delete all test enemies

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Ported Bombx to collection
+ Ported Storm Storm to collection
+ Ported Hank in Luck to collection
+ Ported Eye of the Medusa to collection
+ Bought and acquired HTC Vive for next month's VR game
+ Made smol prototype for Halloween jam
- Halloween jam project is 99% dead because both it and good ol' me suck too much

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
+ Turn Order mini game
+ Little Music I made for the game
+ There's now a skeleton for the Recap
- I gotta go fast

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Tonfa rising/falling states done. This completes the most complex part of the scriptinig I think I'll have to do for her.
+ Can now begin working on Tonfa's attacks and AI proper.
- TF2 is sucking all the time out of my life
--- I'll be going to blizzcon next week so I may not have time to complete and put out a proper demoday build this time around..

Trick or Treat ( Sugar Rush )

Dev:

Kini

Tools:

Love2D, Tiled, Aseprite

+ basic tileset
+ basic tilemap
+ Camera locked on player
- Dropped Godot because it's trash

Spice Trader

Dev:

goet

Tools:

Unity

Web:

twitter.com/goetworks

+ the game is properly turn based now
+ towns are tested and working
+ wolves usually work
- but sometimes don't
- still no trading
- some optimization is already required

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Level 3 mostly done, just needs sfx
+ Rudimentary prototypes for level 4
- The robot missed my post last week or something, rip streak
- still not at home, still can't dev, going outside was a mistake

Mech Chip

Dev:

Plutoneus

Tools:

GMS2, Aseprite, Labchirp

Web:

twitter.com/Plutoneus

+ 4 more rooms
+ 1 more mech
+ a turret enemy
+ different behaving worms
+ more sound effects
+ switching between chip and mech (not sure if I said that in the last recap... it was a while ago)
+ fixing a ton of bugs that popped up when I added switching
- my work is cut out for me
- more and more bugs popping up
- need a mech menu
- I feel like the game is straying away from what I originally wanted
- progress is extremely slow because each thing I want to add is an entirely new concept for me to learn
+ but I'm learning nonetheless
+ agdg motivates me to apply myself

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Lighting systems improved
+ Game isn't as dark and low contrast anymore
+ Tweaking lights/materials to make colors vibrant, but still keeping horror atmosphere
+ Added new spell effects
+ Added more cutscenes
+ Added new NPC

Molten Steel

Dev:

matsuringo

Tools:

UE4, Blender

+ First recap
+ Currently adding AI
+ Everything is still placeholders

Sim Loli

Dev:

Anon

Tools:

C++

+ Implemented the reverse-doctor scene (bossy loli wants to be the doctor instead of patient) with hj/bj.
+ Implemented cum-layers (ie on face, body, etc).
+ Fixed annoying issues with sprite-text wrap-around/newline/etc
+ Fixed bunch of minimap bugs + dialogue threading bugs
+ Added in a currently-equipped-item thing to the HUD
- there's too much art that I need to do :(

MoGiSho (Moth Girl Shooter)

Dev:

WRIT

Tools:

GM:S 1.4

Web:

thirdkeyofsun.tumblr.com
twitter.com/thirdkeyofsun

+ Finished moth customization screens
+ Animating spirit art wings
+ Adjusted animations across several small sprites
+ Blocked out Verse 01 new layout
- Should still be on schedule for DD17 but don't want to release if I am not satisfied by deadline since this is the third demo

Unnamed Furry Defense Game

Dev:

PlayerEmers

Tools:

UE 4, Blender, Gimp, Krita

Web:

twitter.com/PlayerEmers

+ Fixed world stuttering issue that was happening when the character was moving
+ Camera controls improved (smooth zoom and rotation)
+ -Im still working on animations from one handed weapons
- Almost no progress this week, because i was traveling
- New south park game is wasting my time

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Wrote a bunch of dialogue for a new recurring NPC for masochists to enjoy
+ Learned math to make my spinny habitat designs physically accurate
- Got exactly zero engine code written and feel kind of bad about it