November 2017 (Week 5)

Nox Striga

Dev:

Mez

Tools:

Unity, Blender, Paint.Net, Gimp

+ GameOff jam is finally over, squeezed some work for that but not enough for my taste. It gave me a few ideas that I'll test as well on my main project.
+ Started looking into NavMesh since the movement with an orthogonal view is a bit weird right now and its really not the focus of the overworld stuff. This should simplify everything for the player and the NPCs as well. I guess I'll focus on having something playable for demo-day.

Vinyl Hunger

Dev:

epiplon

Tools:

Unity, Blender, Krita

Web:

epiplon.itch.io/vinyl-hunger

+ Made awesome moving platforms
+ Gore particles
+ Moving door
+ Started using Hammer as level editor
- FPS controls still not good (why this so hard)

ProcGenLab

Dev:

Nori

Tools:

UE4, Blender, GIMP

Web:

norimousedev.tumblr.com

+ Implemented tiling terrain generator
+ Implemented splines affecting terrain mesh
+ Started work on AI classes for existing characters
- Terrain changes are super rough. Terrain vertex density might be too low, or I might need to make roads wider

RRShooter

Dev:

boghog

Tools:

GMS

Web:

twitter.com/boghogooo

+ Made a lot of new props like breakable windows, flowers, holographic advertisements
+ Added a city to the background
+ Started making a snake boss
+ Added a little boss introduction setpiece, planning to add more small events
- Still haven't decided on a title
- Still haven't started advertising game in any way
- No luck with the stage 1 music

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Got working glow in the game. Now it automatically adds the glow effect for every object that has a glowmap.
+ Made so that color and glow intensity is adjustable through the editor
+ Made a stroke shader for the characters so i don't have to add it manually in their texture

Wizard Simulator

Dev:

Whynne

Tools:

Unity, Blender

Web:

wizardsim.tumblr.com

+ Enemy wizard is now fully animated and has basic attacks
+ Spell effects have unique particles
+ Gravity effect implemented for beams and bubbles

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Campfire/Rest system where you regain party HP/MP
+ New NPC
+ Balancing units/items/spells, spreadsheets everywhere (feels like I'm playing EVE Online again)
+ New map
+ Adding more variety with item drops
+ Fixing battle animations length so combat feels fast and snappy

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Finished up SloMoDo as my November game / Game Off entry
+ Made Objectification for Ludum Dare
- Like two weeks behind schedule for the collection

Galactic Pocket Billiards

Dev:

Sirrico-Net Games

Tools:

Gamemaker

Web:

sirrico.net

+ Finalizing levels
+ RELEASE DATE SOON, STALKER
+ Juice, polish, bugfixing, etc...
- Ready to work on next game already

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Writing collision going smoothly so far, but sadly it doesn't make for good webbums
++++ I MAY ACTUALLY GET SOME KIND OF ARTIST ONBOARD SOONISH LIKE FOR REAL REAL HALLELUJAH. ONLY TOOK ME ALMOST A GODDAMN YEAR.
-? I'm transferring to a work-at-home assignment at my current job. This means I'll have a couple hours of my day opened up from saved time I would normally spend commuting. Unfortunately, this means I'll remain busy for the next week or two setting up things for that.

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Lasers can be reflected now
+ Object attached to tiles will detach on destruction
+ New prototype movement options
+ Changed knockback
+ Controls and movement tweaks
+ Spikes can be attached to other objects
+ Tweaks to boss fight

Scrap Galaxy

Dev:

J3X

Tools:

Unity

Web:

scrapgalaxy.com

+ Released game on Steam!
+ Fix bug causing co-op levels to not progress if an AI is destroyed.
+ AI spawn placement in co-op levels handles collisions better.
+ Fixed bug caused by having a speed powerup while battle ending.
+ Add 2 seconds of delay before spawn in boss run.
+ Probably solved "local multiplayer only" bug using Parsec allowing friends to play over internet.

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Latter half of level 4 blocked out
+ Starting on stage 4 boss
- Stage 4 boss is stupid complicated
+ Music progress kinda
+ Optimizations to all that fancy background rendering
- Not dead, just slower than post patch Tribes

Unnamed cyberpunk game

Dev:

LokaSmash

Tools:

Unity3D, Monodevelop, Blender

+ Making character models
+ Setting up a basic story
- Need to start a blog
- Get better in all aspects of gamedev

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Added configuration to make backward speed slower than forward speed (during target lock).
- Nothing else done. Had to work on my Asset Store plugin and I'm getting lethargic in this hot weather.

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Implementing Procedural System to furnish houses
+ Friend built me a Dialog Tool
+ Some cool guy made me a Region plugin
- Been 3 weeks for miserable progression
- Almost done with audiowork backlog

Mech Chip

Dev:

Plutoneus

Tools:

GMS2, Aseprite, Labchirp

Web:

twitter.com/Plutoneus

+ Working map that hides areas until you've reached them
- Wow it's fucking nothing

Sim Loli

Dev:

Anon

Tools:

C++

+ Improved random gen town layout
+ Fixed lots of towngen bugs (ie fences in wrong spots, buildings overlapping roads, empty blocks, etc)
+ Fetish blacklist menu
+ Ability to play as characters from other gene pools
+ Finished the main rape scene (vag/anal, doggy/missionary)
+ Fixed crash on exit finally!
+ Fixed many issues with dunegon editing GUI

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Bought some asset store stuff (pic related). People talk about hurr durr asset flip, but for $10 of art you can really make your game look better, especially if you're programmer with no art skills.
+ Messed up the demo config so Steam rejected it (no exe) so its getting a proper demo/walkthrough, rather than the first 1% of the story campaign
- Some of the assets I bought didn't work or were already free on GitHub. But Unity still puts them on sale.
- Curbing sales hopes

Infraction

Dev:

infradev

Tools:

C++ / SFML

Web:

foxar.itch.io

+ Binary map saving file system done.
+ Wrote a map editor which can spawn all current game entities and save them.
+ Floors have been added, each 'square' being one entity instead of million sprites.

Idol

Dev:

Marson

Tools:

GMS

Web:

twitter.com/marsonng

+ Added checkpoints
+ Added doors to go through
+ Game now applies a different shader to special items you've already collected.
+ Designed some challenges for the demo
+ Made some nicer looking debug tiles

Unknown World

Dev:

Dewdneym

Tools:

RPG Maker VX Ace

Web:

dewdneym.tumblr.com

+ made sprites for floating rock and gravity switch
+ actually made that shit function properly
+ made some new enemies
+ small edits to forest dungeon tileset

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Music
+ NPC dialogue
- Lost a few days trying to fix compiler toolchain bullshit
- New renderer is not gonna work when building for WebAssembly

STD

Dev:

Toasty

Tools:

C++\SFML\AseSprite\Visual Studio

+ Tile map editor
+ Added 2 levels
+ Fixed a bug where the gamestate would stack waves of all levels played
+ Added text to buttons.
+ Added title and background for the menu
+ Can no longer build on water
- Art is forevereal bad