Rain of Risk (placeholder)
Tools: |
Monogame, asesprite |
Web: |
+ made pixels moving and disappear
Tools: |
Monogame, asesprite |
Web: |
+ made pixels moving and disappear
Dev: |
Plutoneus |
Tools: |
GMS2, Aseprite, Labchirp |
Web: |
+ Spawning system for enemies: enemies are unloaded when you aren't in the same room, then are created when you reenter the room.
+ Real saving and loading.
- I don't think I'll ever be content with a menu for switching mechs. Worked all day yesterday on a type of menu that I didn't end up liking.
Dev: |
boghog |
Tools: |
GMS |
Web: |
+ Began work on level 4
+ Tunnel background
+ 3 new enemy types
+ Other parts of the elevator I can lower/raise at will to create platforms for the player
+ Started making the music early
- Postponed remaking level 2 boss until I have some good ideas for attack patterns
Dev: |
Dogma |
Tools: |
OpenGL, Emscripten, KallistiOS, C |
Web: |
+ Made small Cryengine game
+ Implemented title screen, character select screen and story boards
- None of them are "perfect", I'll have to touch them up again at some point
- Me in charge of writing my own game title correctly
Dev: |
anon |
Tools: |
Unity, Maya, PS, Substance |
+ Enemies can now talk if the game is not in the combat mode, so in theory an enemy can be a key character.
+ Fungus' menudialog's style now matches the game.
+ Made a guard bot. Thinking of adding a very similar enemy but with a "military" texture and significantly higher health and fire rate.
+ The entire top platform now has one single collision mesh instead of a bunch of small ones. This fixed a bug where K2 would randomly switch to walking speed instead of running.
- I need better explosions. The ones I have seem too plain.
Dev: |
Anomalous Underdog |
Tools: |
Unity, Visual Studio, Blender, Substance Painter, Photoshop CC |
Web: |
+ Improved analog stick target switching controls.
Dev: |
Gentle Stream |
Tools: |
Unity, Blender |
Web: |
+ Added a working isometric camera that can rotate at 90 degrees at a time
+ Added a cursor that moves along a grid and can move characters around on a grid
- Plugin made everything super dark and I don't know how to fix it
Dev: |
Henez |
Tools: |
GM:S1 |
Web: |
+ Added a ton of enemies. Codenames: sage, bat, volcanic, dragon, drake, salamander, slime, manta, djinn, crab and eyeball (in progress).
+ Fixed issues with the prologue quest (items able to be smuggled out, progress loss if game exited during prologue).
Dev: |
Nori |
Tools: |
UE4, Blender, GIMP |
Web: |
+ Finished first iteration of faction system
+ Factions also save to and load from the savegame now
+ Faction reputation can be lowered by attacking an NPC in a given faction
+ Added first actual enemy to game and made enemy faction for it
+ Implemented beam weapons with a fire delay and first iteration of beam particles/hit effects
Dev: |
shmoopdev |
Tools: |
GMS, photoshop, Aepsrite |
Web: |
+ Friendship with [old buisnessdev] ended
+ [new buisnessdev] is now my best friend
+ Stage 5 miniboss about done
+ Coded a framework for opening/endings
+ So much buisnessdev
- Not enough regulardev
Dev: |
rez |
Tools: |
SFML/C++ |
Web: |
+ Continuing animations integration
+ Stopped rendering when window is not focused
+ Experimental dynamic defense for bosses
Dev: |
ADMAN |
Tools: |
Unity, Blender, Aseprite |
Web: |
+ Implemented a bomb item type that explodes and destroys items surrounding it when shot.
+ Implemented lives.
+ All the enemies and items I wanted to make are implemented now.
- Need to do the reset to checkpoint stuff, which requires me to actually make levels. Which means I need to finish that content creator.
- Need to do 3D modelling stuff.
Dev: |
@vestigialdev |
Tools: |
Unity |
Web: |
+ Learned about the Test Runner in Unity and got game code usable/visible to it, all unit tests automatically re-run every compile/code refresh
+ Integration tests already revealing bugs and coupling
+ All the enemies and items I wanted to make are implemented now.
+ Splitting up code into more assemblies, its painful but again brings buried architecture problems to the surface
- file uploads failing so no pic
Dev: |
LK |
Tools: |
Monogame |
Web: |
+ Made a stupid little event for some carpenters, people seemed to like it
+ Messed around with my events (again), now they can be triggered by a dialogue prompt
+ Started working on the base of a minigame (and the logic and structure of all minigames)
- Worked all weekend on the game, didn't get much done. Hopefully this isn't because I was burned out from the work week, that would be really bad.
- Can't upload pictures right now, just take the last one recapbro
Dev: |
Tomo Ge |
Tools: |
UE4, Blender, Gimp, Krita, Trello |
Web: |
+ surprise it's not actually dead
+ done with exams and current uni timetable isn't garbage
+ completely remade and overhauled the camera to support faster action
+ player can use arrow keys to lock the camera on an actor to the left/right
+ missile multi-locking system based on what's on screen
+ shitload of refactoring
+ planned an input buffer that should hopefully be much better than the current one
+ might have found a workflow for mecha modelling that doesn't involve my terrible ability to do concept art
+ taking a break has renewed my interest in the project and allowed me to get slightly better at art
- worked on a modular set, but hate it
- didn't do shit on the project for almost two months
- current recap is multiple weeks worth of progress
- fuck images we roguelike now
Dev: |
Kada |
Tools: |
UE4 |
Web: |
+ Basic plane physics model
+ Modeling BF 109
+ Handgun fire
+ Flow for loading terrain, building, road, water data
+ Blender scripts for breaking terrain/geometry into tiles
Dev: |
ArAdev |
Tools: |
Godot, Krita , Paint.net |
Web: |
+ Made a door that opens with a clickable switch
+ Now there´s a "pain" system: when you lose much blood, and the minimum blood quantity to survive( this stat could be improved in the final game), a "pain bar" appears and if it is filled completely, you die. Each attack or damage fills this bar but it also decreases with the time. If you restore sufficient blood, this bar will be gone and you will be safe
+ Started adding knock back to the weapons
+ Been making a new menu that works with the controls ( the last one only worked with the mouse)
- Couldn't progress very much because I was ill
Dev: |
Cactuar18 |
Tools: |
Unity |
+ Submitted a video to EGX in the low low chances of getting a free booth spot there
Dev: |
Phantomcorps |
Tools: |
Unity, Krita, Aseprite, SFXR |
Web: |
+ Functional zoom mechanic
+ More mutant cards
+ Tuning combat system
+ Preparing Item tags
+ Preparing event tags
Dev: |
LoneBuckshot |
Tools: |
Unity |
Web: |
+ Added a new cutscene
+ Added some world music
+ Balancing hero and enemy spells
+ Balancing item drop rates
Dev: |
SlowDancer |
Tools: |
RPG Maker MV, Photofiltre, Cubase 8, Internet, Water |
Web: |
+ Reworked the looted items system
+ Interface work
+ Prototyped Loading Screen
+ Some items art
+ New item category dev tool w/Magnus
+ Progressed on the Website w/Magnus
Dev: |
anon |
Tools: |
Unity |
Web: |
+ built a mockup of the portal room
+ Started working on the arcane portal level
+ Started playing around with more image effects like contrast and saturation
- Dude at work got fired so I have to work more shifts to cover him, which means less time to work on the game.
Dev: |
Generic Dev |
Tools: |
Java, Slick2D, Aseprite |
Web: |
+ Add streaming music player.
+ New shop layout in progress.
+ Inventory system revised to handle more than 10 items.
+ Added loading state for loading assets before game starts.