November 2017 (Week 1)

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Tonfa AI partially implemented
---- It crashes the game too much right now and between that and Blizzcon this past weekend I couldn't make the DD17 submission deadline. FUCK.

Glitch Dream

Dev:

gukajogu

Tools:

GameMaker Studio, CLIP Studio Paint, aseprite

Web:

gukajogu.tumblr.com
twitter.com/gukajogu

+ lots of writing and new characters planned;
+ half-decent demo done in time for DD17;
+ new game area done;
+ getting some feedback;
- unfixable (for now) bug when trying to change the cursor;
- still can't think of a good name;

Mecha Box(Placeholder)

Dev:

Sakuyoi

Tools:

Unity, Aseprite, Blender

Web:

sakuyoi.itch.io

+ Working on Batching bullets. Imagine shooting 5 times then delay five secs and repeat.
+ Added damage script and getting damaged animation for enemies.
+ added 2 static enemies.
- I have a hard time imagining moving enemies due to lack of programming skills which involves ai following a line.
- Im kinda sick right now so delays..

RRShooter

Dev:

boghog

Tools:

GMS

Web:

twitter.com/boghogooo

+ Added a slide move because of DD17 feedback, quite happy with it
+ Took care of some other issues people brought up
+ Toned down the boss fights
+ Started making assets for a new level
- Can't decide what the theme of the new level will be besides daylight and water
- Avoiding redesigning bosses

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Improved enemy AI so that they recognize spear walls as breakable obstacles and will attack when such things are in their way.
+ Spear walls will now despawn (i.e. disappear) when the player dies and respawns.
+ The GUI for Keyboard & Mouse Controls Help will now react to key/mouse button presses.
- Got sick with runny nose and headache the rest of the weekend.

Nox Striga

Dev:

Mez

Tools:

Unity, Blender, Paint.Net, Gimp

+ Not much. Few code tweaks but that's it. At least in the jam games I'm developing parts that I can apply directly to my main game.
- Worked mainly on the GameOff jam.

Moradin

Dev:

Lancemaker

Tools:

Unity

+ implemented rivers
+ fps loss (from 100 to 30) due horizontal cuts(solved bug 100 + fps)
+ camera culling based on camera height
+ water blocks (art)
+ implemented horizontal cuts just like in dwarf fortress.
+ surface holes leading all the way to the bottom. (solved bug)
- Rivers need curves
- BlockSorter needs to be less random.

The Jackal Cor Blaze

Dev:

AngryGhoust

Tools:

Game Maker 1.4, Paint.NET, SAI

Web:

angryghoust.tumblr.com

+ A lot of minor tweaks that I can't remember
+ Released a working demo
+ Received some useful feedback
+ A slight change to game's name
- Haven't made any big progress
- 1st level and boss remain unfinished

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Player automatically fits into holes to make fast movement predictable
+ Splitting sprites to meshes and deformation shader
+ More moves for boss, remade pattern, added starting and dying animations
+ Boomerang can parry, so it's back to being best weapon
+ Added more particle emitters
+ Remade bloom postprocess
+ Blur effect supports alpha
+ Added glitch postprocess for title screen
+ Added support to render map to several different buffers for more possibilities
+ Can drag and drop maps into window for faster level making and testing
+ Secured execution path in case someone tries to execute from different directory
+ Changed map drawing to improve sorting
+ Sprite batching handles more drawable types
+ Refactored map collision format
+ Various bugfixes
- Started crashing and memory leaks due to map rendering and other changes, but it seems stabilized now

Apotheosis

Dev:

Meneer Guus

Tools:

GM8, Flash

Web:

meneerguus.itch.io/apotheosis

+ Final boss mechanics + patterns almost done
+ Reworked lasers
+ New game modifiers
- Fuck college. What a waste of time

Tavern Game

Dev:

SolidMood, Art by wad

Tools:

GM:S

+ im learning alot? i had an issue with assigning sprites to an array index but i solved that
- Trying to think though enemy AI for dice poker is kinda tough.

Galactic Pocket Billiards

Dev:

Sirrico-Net Games

Tools:

Gamemaker

Web:

sirrico.net

+ Submitted to DD17
+ Now with 20% more juice
+ added trail to asteroid
- People have pointed out some bugs/flaws in their feedback

Khryse

Dev:

Khryse-dev

Tools:

UE4

Web:

khryse-dev.tumblr.com

+ DEMO DAY
+ figure out the compile issues just before demoday and potentially is all clear for future packaging.
+ lots of feedback to get through

Sudokube

Dev:

Blank

Tools:

Unity

+ Store page is up at store.steampowered.com/app/684980/Sudokube and it'll release on the 15th if everything goes correctly
+ Been implementing fixes from playtesters
+ I just found a ton of royalty free New Age music
- I have until the night of the 8th to make the game feature complete (or complete enough to pass inspections)
- Trying to optimize startup time, but I think it might be impossible in Unity. Even a blank project still takes 5 seconds to open.

Siege of the Dead

Dev:

Hippie

Tools:

Java, LibGDX, MSPaint, Tiled

+ bug fixing
+ code refactoring
- no new gameplay features

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Made a juicy main menu
+ New animations for the player.
+ Finished the demo for DD
- Had to strip away some of the new content that is not ready for release yet from the demo.

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Implemented hitbox groups for potentially more accurate hitboxes
+ Redid the physical hit effect (slightly different) and damage numbers (moves differently)
+ Making the title screen more fancy
- Video games are distracting again

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Blocked out a bunch of level 4
+ Bullets aimed at the player are now spinny, spin speed determined by projectile speed
+ Recoded bursting, should now activate on frame 1 and eat all bullets properly (thanks anon)
+ reworked all the text to draw from a big huge script for easy translation like I should've done in the first place
+ big buisnessdev gains

Unconventional Warfare

Dev:

UW Devs

Tools:

Unity

Web:

twitter.com/unwargame

+ New CG(Katya)
+ Resting sequence in training + Art(Katya)
+ Sneak movement
+ Coordinate flank positioning (+ while sneaking)
- Art is slow, need for speed

Sim Loli

Dev:

Anon

Tools:

C++

+ Add in trick or treating!
+ Started work on the action-binder/chooser menu
+ Gamepad support (excluding menus)
+ Implemented some graph clustering algorithms for use in partitioning groups of lolis for activities based on how much they like the other ones.
+ Changed overall dialogue graph structure to be more centralized/easily navigable.

Babel's Archives

Tools:

Monogame, Aseprite

+ Connected Area to Sub-Areas and Adjacent Areas
+ Started working on a basic Npc/AI system
- Everything takes longer that I thought

Within the Green

Dev:

anon

Tools:

Unity, gimp

Web:

teamsolotent.tumblr.com

+ reworked magic script
+ added mana bar
+ new cast animation
+ submitted demo to demo day
- planed to do more for the demo but didn't

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Finished a house model for the island people
+ Finished the effects for the Arcane aoe spell
- Backlog of little things to do is increasing bigly.

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ JAM finished, learned very good things on the way
- Was busy and released a piece of shit
- Still have work to do before deving
+ Will finally get back to Cash Sample this week

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Message sending now actually works (and borrow checks)
+ Lore
+ So much lore
- My breakfast making skills are criminally underappreciated

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Released Storm Storm with great critical success and a well-received trailer
+ Participated in Demo Day
+ Set up HTC Vive dev environment
+ Implemented free movement
+ Added slo(w) shooting

Harmon:i:c

Dev:

AWK

Tools:

Godot

Web:

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

+ Vignette and blur shader
+ CRT shader with distortion, chromatic aberration and scanlines
+ Tweaked aBridge overlap effect to look less blinky and more dynamic
+ Re-enabled glow effect, now with auto exposure for darkening the scene around very bright stuff
+ The main Viewport's size is now extended instead of everything just being scaled up, now the game is rendered at the window's
size instead of being locked at 320x320
+ Slight bounce effect when the camera moves to give it the impression that it's falling slightly behind the player
+ Fixed shader animations changing with framerate, it should now remain stable no matter how fast the game is running
- Things still look a bit too soft and not sharp enough for my tastes, I need to tweak the scanlines in particular

Good Night, Knight

Dev:

Knightdev

Tools:

GM:S, Aseprite

Web:

knightdev.tumblr.com

+ Continued work on new enemy
+ Tiny tweaks to spiders' behaviour and little bug fixes
+ Improved attacks visibility and how they are telegraphed
+ Slight refactor of the equipment data structure, less data to be saved/handled and more reliable

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Coding custom input manager
+ Common gamepads work so far
+ Working on making rebinds and custom settings for the game
+ Continuing the artwork grind
+ Added 2 new enemies
+ Added 1 new song