November 2017 (Week 3)

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Experimenting with new player sprite
+ Started new enemy animation and logic
+ Tweaks to current boss to make it less aggressive
+ Added cloth as serializable and interactable object
+ Fixed rare bug in collision handling
+ Visor light now rotates the same way as head, flashes when directly straight
+ Changed crosshair look and smoothing
+ Tighter boomerang trajectory
+ Fixed problem where platform movement would get stuck

Idol

Dev:

Marson

Tools:

GMS

Web:

twitter.com/marsonng

+ Did a few new animations
+ Added a dodge roll
+ Applied slope physics to rolling state
+ Optimised old hook shot targeting code

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Stage 4 miniboss mostly done
+ Prototyping the 2nd half of stage 4
+ Bosses now have alternate hitsounds when low on health
+ Fixed some performance issues related to bullets not deleting themselves
- somewhat slow week

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Finished making code that prevents hitting characters on the other side walls/barriers
+ Cleaned up some code and moved common settings among characters into an asset file so they all share those values

Unconventional Warfare

Dev:

UW Devs

Tools:

Unity

Web:

twitter.com/unwargame

+ Broke AI down into smaller pieces to add more behavior options.
+ AI optimized
+ Grenade Added
+ UI Script cleanup
+ Armor/Cover bonus started
+ Skill/Ability set revised

STD

Dev:

Toasty

Tools:

C++\SFML\AseSprite\Visual Studio

+ Data driven projectiles
+ Waves loaded from file
+ Levels added
+ First refactor done
+ Towers now correctly identify closest target
+ T1 towers can now only have one target at a time
+ Art update (Eyes, Orcs, Tiles)
- Need level selection
- Need tower upgrading

Sim Loli

Dev:

Anon

Tools:

C++

+ Dropping candy lures lolis towards it
+ Added in dumpsters you can throw bodies into
+ Added inprovements to loliscript (switch/case, choice/option constructs, more concise message syntax)
+ General towngen stuff (ie paths to sidewalk, mostly fixed parking lots, etc)
+ added in socks/bras/alternate underwear colours
+ drastically reduced sf::RenderTexture usage to reduce vram/other overhead for text-related stuff

Vinyl Hunger

Dev:

epiplon

Tools:

Unity, Blender, Krita

Web:

epiplon.itch.io/vinyl-hunger

+ Remaking the entire first map for a new design
+ Spent a whole weekend on level editing code for Blender
+ New decent Input System
+ Time control system
+ New weapon

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Resumable message delivery works again
+ Stack root initializers work again
+ Process spawning works again
+ The new interpreter is 20 times easier to maintain and add features to
- Serializing/deserializing opcodes is gonna be a pain in the ass
- I still have to retarget the compiler...

Good Night, Knight

Dev:

Knightdev

Tools:

GM:S, Aseprite

Web:

knightdev.tumblr.com

+ Panic status effect
+ Fireplace and fire sprites
+ Random fire particles effect for lit fireplaces
+ AI avoids fire, may need improvement
+ Visible outline effect for extra feedback about loss of balance when hit
+ Started on fire interactions

Nox Striga

Dev:

Mez

Tools:

Unity, Blender, Paint.Net, Gimp

+ Some new cards' art.
+ Planning some changes (game flow).
+ Main progress is still on the GameOff jam game.

Sudokube

Dev:

Blank

Tools:

Unity

+ Game is out
+ Patching in the last songs my musician did as well as fixing some
+ My promotional campaign did ok-ish. Tons of wishlists, not sure how many will convert to sales.
- Still need to make the Mac/Linux versions of the game as well as some other stuff, but I'm dying to move onto the next project
- I learned that the worst words I could hear are "Maybe you could make it an option..."

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Made a inventory
+ Pause menu with video settings done
+ New Design of MC
+ Made so that my dialogue trees can do item and condition check and take or give items to the player.

Vigil

Dev:

sgt3v, pixelBro

Tools:

Unity, Aseprite

Web:

vigilgame.tumblr.com
twitter.com/sgt3v
twitter.com/PixelFero

+ Halfway done with the map.
+ Idle animations for the main char.
+ Walking animation for the main char.
+ Demo content discussed and noted.
+ Game design doc updated, more technical detail is added.
- Still not done with the map.

RRShooter

Dev:

boghog

Tools:

GMS

Web:

twitter.com/boghogooo

+ Added 2 new enemy types
+ Added a new section to the city level because it was too short before
+ Made "level select" the main game mode and added checkpoints to it
+ Drew some props, backgrounds and a new icon for lives
- Progress on the new level is slow

Mech Chip

Dev:

Plutoneus

Tools:

GMS2, Aseprite, Labchirp

Web:

twitter.com/Plutoneus

+/- Tab now cycles between obtained mechs, as opposed to bringing up a menu
+/- Can only switch on the ground now
+ no more weird character resolution glitch when swapping from bomber
+ no more stuck/zip glitches when swapping (I hope)
- I'm slow as fuck and unsure if I'll add much content before mecha jam, due to more bugs that need fixing; They are top priority above content.

Sex Plant Farm (working title)

Dev:

Discmach

Tools:

PS, C2/C3

+ Conversation system in
+ Main girl char has dialog avatar now.
+ Witch has dialog avatar now.

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Implemented basic enemy AI
+ Implemented level transition stuff
+ Implemented first few levels
+ Added sound effects and sound
- Non-built-in UE4 assets? Why would anyone want that?

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Implementing Procedural System to furnish houses
- Huge audio composition backlog I'm on

Babel's Archives

Tools:

Monogame, Aseprite

+ Made a few more components to use in the skill system
+ Reworked Npc and skill databases to make it easier to work with
- Wasted a lot of time messing with a different game idea

TacticalRPG

Dev:

HowDoGameDev

Tools:

OpenTK, GIMP, Blender, VS

Web:

howdogamedev.itch.io/tacticalrpg

+ Kinda functional network play
+ Items reimplemented betterer
+ Equipment implemented
+ Particle system revamped to allow sprites
+ Panel container object implemented for GUI
+ Campaign menu for party and inventory working
- Been a very long time
- Weird camera issue

Khryse

Dev:

Khryse-dev

Tools:

UE4

Web:

khryse-dev.tumblr.com

+ Tinkering with materials
+ Making particle effect simulations
+ Started redoing the characters mesh
- too slow

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Indiegogo was a mistake
+ Itchio has rewards for tiered purchases?
+ Batch files/scripting, can put {0} and {1} etc and they'll be populated with whatever you pass in
- went down a rabbit hole of tweaking the in-game OS architecture

Scrap Galaxy

Dev:

J3X

Tools:

Unity

Web:

scrapgalaxy.com

+ Send away keys and press release.
+ Improved AI collision handling.
+ Added 2 new co-op levels.
+ Added new map with exploding barrels.
- Bought Unity Plus to remove splash screen and now have to live on noodels for rest of year.
- Lobotomized AI so it no longer builds Swastikas.

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Refined save game system so player can save anywhere they want
+ Implementing a failsafe so the player doesn't save right before bumping into an random encounter
+ New enemy
+ New maps
+ Polishing maps and map sprites
+ Art is suffering, but highly rewarding

Unknown World

Dev:

Dewdneym

Tools:

RPG Maker VX Ace

Web:

dewdneym.tumblr.com

+ Worked on getting dungeon gimmick to function
+ worked on dungeon layout
+ made sprite for boss monster
- need to do more