January 2018 (Week 2)

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Reworked the looted items system
+ Drew some Furnitures
+ Tweaked database (more space)
+ Progress on the Website w/ Magnus
+ Recap Guy is back

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

sgtadman.itch.io/bullet-hell-lane-shooter

+ Working on a bomb item type. Might make things more interesting.
- Taking a break from the content creator system because it was giving me a fucking headache because Unity's hierarchy is a massive pain in the arse.

Project Alchemist

Dev:

ArAdev

Tools:

Godot, Krita , Paint.net

Web:

aradev.itch.io/project-alchemist

+ Fixed some bugs from the demo
+ Added a system to transfer blood from the different body parts, to regulate the abilities that they will have
+ Added an elevator that can be called from distance with a switch
- The character does n`t know that is on the elevator, so he thinks that is falling and cause him to do mini jumps when going down

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Changed slide chaining, still needs some work
+ Changed running acceleration
+ Worked on new boss designs

Scrap Galaxy

Dev:

J3X

Tools:

Unity

Web:

scrapgalaxy.com

+ Rebalanced every co-op level according to analytic feedback.
+ Added more descriptions to main menu.
+ Fixed minor GUI issues.
+ Removed Steam dependency.
- Trademark issue.

ProcGenLab

Dev:

Nori

Tools:

UE4, Blender, GIMP

Web:

norimousedev.tumblr.com

+ Prepped character models for ragdolling
+ Added ragdoll functionality to character models and hooked it up to the health system
+ Started work on faction system to handle hostility towards the player and other NPCs

Crystal Tower Defense

Dev:

blu3

Tools:

Unity, Blender, Paint.NET

+ Added more particle effects and juice
+ Added Ability bar
- Prototyping new feature that allows buffing towers with various effects
- Progress overall really slow

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Made some sprites of some carpenters (foreman and vice foreman)
+ Landed a programming job
- Stopped being NEET, progress was slow before, I didn't think it could get any slower (It could)
- Haven't done much progress since I blew my load on the recap that was for yesterday.

TTM

Dev:

Phantomcorps

Tools:

Unity, Krita, Aseprite, SFXR

Web:

phantomcorps.itch.io

+ BACK IN ACTION!
+ Made map
+ Made like 10 mutants
+ Made like 10 items
+ Made map work propelly
+ Events on the way
+ Main mechanics decided
+ Waypoints working
+ Made basic lore
+ Made lots of concept
+ Learned how to do lots of stuff on unity
+ Learning krita
+ Basic music/sound understanding archived
+ Got the recap right on the first try(I hope)

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Well, I'm back after months of nodeving. There's that.
+ New HUD
+ Added dialog system (Fungus)
+ Moving enemies now derive from the same basic behavior script.
+ New enemies and NPCs in progress
+ K2's blaster is now automatic
+ Robot plants can now shoot properly (automatic)
+ Implemented cards and generic door locks
+ Enemies no longer attack you on sight, they wait until you either shoot someone or the storymanager puts the game in the attack mode. Then they attack.
+ Drone works

Unconventional Warfare

Dev:

UW Devs

Tools:

Unity

Web:

twitter.com/unwargame

+ DoA(Dead or Alive, huehuehue) system added
+ Store & item interaction added
+ Body armor added
+ AI bugs fixed
- Art is slow, might need to make some changes

RolyPoly

Dev:

Cactuar18

Tools:

Unity

+ Started enemy design
- No picture cos im at work

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Working on some ambient horror music
+ Added debuff spells to Flesh Wraith and Corrupted Warden
+ Redesigning some dialogue sprites
+ You can bully pixies now