December 2017, Week 2

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Made the finest menus and title screen ever known to man
+ Fixed issues with Fists of Justice, Bombx and La Morte di un Cane
- Super uninteresting personal issues nobody cares about are hindering progress

Love Letters to Generico

Dev:

YamsDev

Tools:

GMS2, Aseprite

+ Came back after a long hiatus
+ The enemy can take their turn now
+ Worked on the tileset some more
- It's been way too long and I don't know what I'm doing

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Defeated the immediate video game backlog so back to work
+ Working on re-doing textboxes; main functionality is almost completed
+ Making some attempts at drawing other characters to go with the textbox testing

ProcGenLab

Dev:

Nori

Tools:

UE4, Blender, GIMP

Web:

norimousedev.tumblr.com

+ Got dialogue working!
+ Interacting with NPCs will make them walk to you and then open a chat window.
+ Made the first person camera feel better. Added a threshold of turn before the player's body actually starts to turn.
+ Updated NPC input to use the same types of inputs that the player uses

Fantasy Reign

Dev:

Henez

Tools:

GM:S1

Web:

fantasyreigngame.tumblr.com

+ Completed first iteration of the Cold Volley skill with its 3 key nodes, 20 node skill tree and 2 unique items to complement the skill.
+ Made an empty tumblr for the project

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Working on making better target-switching controls for keyboard & mouse.
- Had to work on fixing bugs in my Asset Store plugin which took up a great deal of time away from this.
- Can't stop playing Persona 5.

Crystal Tower Defense

Dev:

blu3

Tools:

Unity, Blender, Paint.NET

+ Found a name&theme for the game
+ Implemented all basic towers functionality
+ Started working on new features (abilities, better wave spawning)
+ Created some particle effects
- Making UI in Unity is most boring and demotivating thing ive ever experienced

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ New enemies and hazards
+ More balancing and improvements to boss
+ Added damage knockback for enemies

Harmon:i:c

Dev:

AWK

Tools:

Godot

Web:

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

+ Decided to revamp secrets, now secret paths don't rely on the "relative position entry" mechanic which gives me a lot more design freedom, there's still no incentive for doing secret levels but I have some new mechanics in mind
+ Pretty happy with the new Level 1-1
- I will have to redo all levels to accommodate the new secrets design

Project Alchemist

Dev:

ArAdev

Tools:

Godot, Krita , Paint.net

Web:

aradev.itch.io/project-alchemist

+ Started with the alchemy mechanics
+ Fixed a bit the stuttering when the character moves
+ Advanced in the blood system
+ Now the menu has an alchemy selector
+ You can now store materials to use it with alchemy
- HavenĀ“t advanced in enemy AI

Glitch Dream

Dev:

gukajogu

Tools:

GameMaker Studio, CLIP Studio Paint, aseprite

Web:

gukajogu.tumblr.com
twitter.com/gukajogu

+ more art done yee;
+ new city area done;
+ redid art for some older areas;
+ added passing cars to some areas;
+ more dialog and characters written;
+ new working title;
- was a bit busy the last couple of weeks being a sad and useless human being. also moving.

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Made a double Jump
+ Started working on a arcade mode, a battle arena where the player traverse different floors of a tower. Battling new/different enemies on each floor
+ Added new event handling so they can be activated by interacting with NPCs

RRShooter

Dev:

boghog

Tools:

GMS

Web:

twitter.com/boghogooo

+ Done with the boss, balancing now
+ Added new sfx
+ Made an end level jingle
- Making music I'm satisfied with is hard, discarded about 10 projects in the past few days

Sim Loli

Dev:

Anon

Tools:

C++

+ Lots of little bugfixes for the demo
+ Small juice/tweaks for demo
+ Dialogue work (ie post-playing-doctor explanation)
- Still more to do in the next week for the demo than I think I'll be able to finish

RolyPoly

Dev:

Cactuar18

Tools:

Unity

+ Lovely tile shader
+ Worked on story
+ Control fixes, bugs done
- Have to work on softbodies now

Vinyl Hunger

Dev:

epiplon

Tools:

Unity, Blender, Krita

Web:

epiplon.itch.io/vinyl-hunger

+ Nail Gun is working as intended
+ Enemies spill blood on hit
+ Door opens for Player and Enemies
- Progress slowed down due personal reasons

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Added custom effects for all spells and items
+ Cleaned up idle animations a bit
+ New map
+ Working on world NPC sprites

Unknown World

Dev:

Dewdneym

Tools:

RPG Maker VX Ace

Web:

dewdneym.tumblr.com

+ Made rest stop + some new tiles for forest dungeon
+ planning on finishing by the end of the week
+ added more class-based NPC interactions in towns
+ created first random NPC encounter on the overworld. Traveling merchant tries to sell you a weapon. You can trade or haggle for it if you have a merchant in your party.
- took too much time off as usual.

Infinity Spire

Dev:

SDC

Tools:

LuaJIT, Love2d, GIMP, OpenMPT

+ first progress post
+ added some definitely temporary graphics, testing image layering
+ added preliminary inventory system
- progress overall is slow because I am slow
- my drawing skills are poor (but improving), asset creation is slow

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

- No concrete deving
+ Received a sample of possible crowfunding item