November 2017 (Week 4)

Sim Loli

Dev:

Anon

Tools:

C++

+ added in a key rebinding menu
+ added in gamepad config menu
+ added more houses+interiors
+ made lolis run to nearest toilet when they have to go + let them wet if they can't make it (integrated into utility AI)
- added in toddlers/babies
- added in the ability to cum all over the toddlers (ITS AWWWRIGHT)

Mech Chip

Dev:

Plutoneus

Tools:

GMS2, Aseprite, Labchirp

Web:

twitter.com/Plutoneus

+ Added checkpoints
+ Added better textboxes with a more readable font
+ fixed known camera bugs in final room
- Added but then removed a simple map, hoping to recreate it in a much better, more flexible manner later
- All the progress from dd17 and now has been in preparation for future editions. Hopefully soon I'll get to the fun stuff. (just kidding it's all fun)

RRShooter

Dev:

boghog

Tools:

GMS

Web:

twitter.com/boghogooo

+ Helicopter drones, jetski enemies and walking police robots
+ Some new props and backgrounds like the police car and distant forest
+ Made the boss patterns even easier
- Feeling like shit which is slowing down progress
- Art is too hard

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Stage 4 miniboss done
+ Latter half of stage 4 about half blocked out
+ Background for that getting done too
+ Clouds no longer break the law of physics and/or wind speed records
+ Added splash effects/trails for things close to the water on stage 4
+ Some stage 4 music progress

Infraction

Dev:

infradev

Tools:

C++ / SFML

Web:

foxar.itch.io

+ Got the bullets to follow proper spread, firerate and bullets per gunshot properties dependent on currently held weapon
+ Began working on rudimentary infrastructure for floor entites (no more spamming sprites)

Idol

Dev:

Marson

Tools:

GMS

Web:

twitter.com/marsonng

+ Created and added sounds
+ Implemented an audio looping manager that keeps track of all sounds and music (still will need more work as i progress)
+ Added collectables
+ Added a death state

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Updated the project to Unity 2017.2
+ Fixed some bugs
+ Updated the cape with a dirtier texture and tattered edges
- Had to work on my other project (asset store plugin) which took time away from this one

Unconventional Warfare

Dev:

UW Devs

Tools:

Unity

Web:

twitter.com/unwargame

+ Documented Game Design(GDD)
+ Detailed Game Flow & Design
+ Armor/Cover mechanic implemented
+ Unit detail UI added
+ "Recon" squad skill added
+ Interviewing potential part-time artist

Vigil

Dev:

sgt3v, pixelBro

Tools:

Unity, Aseprite

Web:

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

+ Game map completed
+ Stripper animation completed
+ Started working on stripclub scene
+ Speaking animation for main char
+ Laughing animation for main char
+ Created a demonstration scene for icon adventure features, walk, look, interact.

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Healing items refill on save
+ Autosaving progress
+ Tweaks to sliding
+ Removed some activation problems for dash
+ Changed colliders lifecycle
+ Lots of bugfixes

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Made a quick system for dialogs
- Need to continue Procedural System
- Huge audio composition backlog I'm on

Two Chests Monday Night (working title)

Dev:

4Lv8Ninjas

Tools:

Unity

+ Starting out
+ Most general exploration mechanics are working properly
- first map is kind of a mess with no purpose
- no combat yet

Scrap Galaxy

Dev:

J3X

Tools:

Unity

Web:

scrapgalaxy.com

+ Add achievement menu.
+ Add 3 new co-op levels
+ Fix minor issue with missiles.
+ Created IndieDB page and started writing articles.
- Release Friday this week, FML

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Fucked around a ton with depth and glow, haven't gotten far at all, but still some progress at least.
+ Writen a bit of shader code for glowing objects
- Monogame makes a real big deal out of manually checking depth buffers for some reason.
- Slow week, stressed with life

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Began rewriting how the game checks collision to resolve a number of inconsistencies and bugs related to how I was doing hitreg before.

RolyPoly

Dev:

Cactuar18

Tools:

Unity

+ Moved all my work to a new computer
+ Fucked around with gravity and speed settings, feels a bit more intuitive now.
+ Controller support in
+ Added a 'lock gun' mode, a 'lock player' mode, and a button to set your gravity back to Vector2.down, which is great for getting height when jumping off walls.
- Should really learn tilemaps properly

ball game

Dev:

ball game

Tools:

ball game

+ ball game
- ball game

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Submitted demo for Steam approval
+ Made multicore/multithreading in the game
+ added a static Maker() function to classes to centralize instantiation
+ going to do a soft launch on Itchio probably
+ bug fixes for how conversation history is stored
+ thinking about how to make a pewpew cyberattack map and what it could be useful for

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Music that isn't the main menu bullshit for once
+ Added a phonetic representation mode to the lexicon deserializer

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ The C++ rewrite continues
+ Audio playback is now mostly on its own thread (mixing still done on master)
+ Cleaned up stream buffering to remove ugly sound cuts

STD

Dev:

Toasty

Tools:

C++\SFML\AseSprite\Visual Studio

+ Updated art for tiles, arrows and goblins
+ Bomb(AoE) projectile with new tower
+ Buttons
+ A level select menu
+ Orb(Bounce) projectile with new tower.
- Need another art pass
- Need another refactor

Monsters Among Friends (MAF)

Dev:

Lucky Wonton Studios

Tools:

Unity3D

Web:

monstersamongfriends.com

+ Phase progression
+ Day/Night synchronized with phase time
+ Phase networking
+ Chat networking
+ Rudimentary player networking
- Finals coming up
- Could have done a better job with code organization with networking

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Writing the rough story elements and fleshing out Act 1
+ New NPC sprite
+ Drawing more dialogue sprites for the MCs
+ New map

Galactic Pocket Billiards

Dev:

Sirrico-Net Games

Tools:

Gamemaker

Web:

sirrico.net

+ Steam page up!
+ Rough drafts of all levels finished, only polish remains
+ Implemented "drop zone" where you can place your cue ball in some levels
+ Lots of bugs ironed out
- Is a game ever really done?

The Rat King

Dev:

buttfield

Tools:

GMS

+ Made a new player sprite that's not as ugly
+ Revised player jump physics
- New jump physics broke swimming