October 2017 (Week 4)

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Started working on the game's first spell "Impaler's Sanctuary", a spell of create spear wall in a circular formation.
- Some idiot locked the cat outside at the 2nd floor balcony. The cat ended up stuck at the overhang for the 1st floor. Only found out because of the constant meowing. This was at 2 AM and I was so pissed.
- Spent something like 3+ hours convincing the cat to climb up the goddamn ladder that I put there for him to get back to the 2nd floor by dangling some leftover chicken (he's safe now).

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Made title screen more glittery
+ Finally bothered to fix the dumbest bug
+ Ported The Best Game Ever, Street Fighter vs Mortal Kombat and Octolord 3 to the collection
+ Set up new Dreamcast dev environment
- My laptop is incapable of rendering next month's VR project at a proper framerate, fun times ahead

Nox Striga

Dev:

Mez

Tools:

Unity, Blender, Paint.Net, Gimp

+ Few more arts and textures.
- Worked a few more days on the Halloween jam game (Roll the Bones). I'll continue focusing my progress on Nox Striga tomorrow.

RRShooter

Dev:

boghog

Tools:

GMS

Web:

twitter.com/boghogooo

+ Added a tutorial level
+ Improved gamepad support
+ Added land mines
+ Started making some new music
- Having difficulties making new music

Sudokube

Dev:

Blank

Tools:

Unity

+ Store page is nearly done, when it finishes review on Tuesday or Wednesday you'll be able to see it at store.steampowered.com/app/684980/Sudokube
+ Release date is November 15th if everything works out
+ New GUI art and layout
+ Most controls are rebindable now
- I started this project with the hopes of escaping my nodev cycle. I've accomplished that, but the project wasn't ambitious enough to satisfy myself. Still, I've learned a lot that will help me with my next game, whatever it may be.
- No progress last week so goodbye streak

Unknown World

Dev:

Dewdneym

Tools:

RPG Maker VX Ace

Web:

dewdneym.tumblr.com

+ started mapping a dungeon
+ slight edits to tileset for that dungeon
- need further edits to tileset. screenshot says it all.
- nothing else. slow week.

Good Night, Knight

Dev:

Knightdev

Tools:

GM:S, Aseprite

Web:

knightdev.tumblr.com

+ Finished small spiders enemy
+ Started on new enemy
+ Added random spider spawns to spider webs traps
+ Autopeeking system when hugging corners while sneaking
+ A bit of work on NPC interaction, actions, events etc
+ Banners and a few related things to make twitter etc more pretty

Glitch Dream

Dev:

gukajogu

Tools:

GameMaker Studio, CLIP Studio Paint, aseprite

Web:

gukajogu.tumblr.com
twitter.com/gukajogu

+ made some good art, game's looking GOOD;
+ changed the colours of the HUD;
+ made plans for action bits;
- barely any dev time this week;

Sim Loli

Dev:

Anon

Tools:

C++

+ Got loli dragging in (art too)
+ Big loliscript refactor. Now super easy to expoose C++ functions to loliscript
+ Added in a offer-candy scene + other dialogue stuff (typo fixes, added variations, etc)
- spent a lot of time on loliscript

Moradin

Dev:

Lancemaker

Tools:

Unity

+ blockSorter method to determine the BlockType(by height and chance needs planning since this will affect gameplay).
+ grass block textures working properly
+ Camera is moving on Y axis using the mouse wheel;
+ perlin noise for surface
+ remove rendering from inbetween chunks(mesh optimization)
+ terrain Generation
- Needs method implementation to hide y levels of mesh so the player can see underground.
- BlockSorter needs to be less random.

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Reworked how I handle lights in the game, now it actually uses a shader
+ Changed the way characters speak
+ Worked on another event
+ Did a bunch of shader practices
+ Did a bunch of redesigns of my MC, still not sure if I should change him.
- Forgot to update my todo list, so I really feel as If I haven't been that productive this week.

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

- Dropping the project for multiple reasons, namely because art has been burning me out, and because I want to go back to an older, more manageable project with different ideas
- Stay tuned next week for new project

Porro Viatica

Dev:

Plessy

Tools:

C#

Web:

teamessell.tumblr.com
twitter.com/TeamEssell

+ Spiral weapon created
+ Barrier weapon created
+ Four enemy types added
+ Basic GUI finished.
+ Scoring system
+ Wave system
+ Autobuying upgrade system (since the shop was cut from this demo)
+ Audio system and all sound effects added
+ Music system added with one song
+ Hitspark system added
+ Entity and projectile systems overhauled
+ Bullet erasure added
+ Plus lots more. This is the shortened version.

KnottenBarb

Dev:

Daxalog

Tools:

Blender, Unity, Paint Tool Sai

Web:

daxalog.tumblr.com

+ Tilt based attack animations are now in
+ Basic attack functionality added
- Need to re do how sliding while attacking should work.

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Most framedata and hitboxes done for Tonfa's first 3 attacking states. Rudimentary AI for Tonfa almost in place.
+ Completed states for Tonfa: Idles, jab attack, wide smack attack, retreating strikes special attack, Rising/falling states, taunting states.
+ Aside from her missing attacks and a time over state, Tonfa's game loop is basically closed.
+ New player state added: Dusting self off after being knocked down. Functionally, this state doesn't do anything except enable me to give enemies long animations where they taunt you after knocking you down.
- incomplete states for Tonfa: Headbutt attack, hook attacks, rapid strike attacks, blocking states, dodging states, counterattack state, time over state.
- the incomplete states above are NOT going to be done for the demoday build, so Tonfa's going to be much much easier than intended this build because she's missing more than half of her offensive arsenal.
- Tonfa also lacks a complete set of placeholder sprites, making it hard to actually fight her and tell what's going on without debug mode
- Demoday build will STILL be lacking sound because I'm still unrationally afraid of implementing it poorly. A couple of the lingering key-rebinding issues also won't be fixed for it and controller support will still be missing. I promise to have them in by next demoday, honest!

Siege of the Dead

Dev:

Hippie

Tools:

Java, LibGDX, MSPaint, Tiled

+ started new project for Halloween Jam
+ made a (very) simple game
+ added basic gameplay, sound and score tracking
- code is extremely messy
- started late, ran out of time!
- spelled siege wrong on my jam submission because I'm a dummy

Khryse

Dev:

Khryse-dev

Tools:

UE4

Web:

khryse-dev.tumblr.com

+ spent half a week cleaning up my spaghetti
- spent the rest of the week out and about

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Level 4 starting
+ Slight rebalncing of level 1 and 2
+ Reworked hit flash: Now increases saturation and brightness instead of full white, uses a proper shader
+ refactored some stuff here and there

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
+ Bridge Mini-Game for the Jam Game
+ HuD for the Jam Game
- Did not work enough

Galactic Pocket Billiards

Dev:

Sirrico-Net Games

Tools:

Gamemaker

Web:

sirrico.net

+ New space shooter minigame
+ Released 2nd demo, try it out!
+ Too arsed to download? Try experimental html version:
+ gpb.sirrico.net/play
- Need more feedback
- A little lazy lately
- Just wanna work on the next game

Babel's Archives

Tools:

Monogame, Aseprite

+ Started to make game
+ Some Bad World Gen
+ Save world data, player data
+ Combat Log
- Need figure out how xml/json works so players can mod npc/class/etc data

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Bytecode interpreter now evaluates blocks in parallel (FEARLESS CONCURRENCY)
+ Message sending is now massively simplified (but doesn't borrow check...)
- I'm so fucking bad at music

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Added two songs
+ Working on audio manager so I can start posting webms with sound
+ Animated and added sprites for Corrupted Warden enemy
+ Working on intro cutscene