January 2018 (Week 3)

Mech Chip

Dev:

Plutoneus

Tools:

GMS2, Aseprite, Labchirp

Web:

twitter.com/Plutoneus

+ 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.

RRShooter

Dev:

boghog

Tools:

GMS

Web:

twitter.com/boghogooo

+ 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

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ 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

Project K2

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.

The Ballad of the Beast

Dev:

Gentle Stream

Tools:

Unity, Blender

Web:

gentle-stream.tumblr.com

+ 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

Fantasy Reign

Dev:

Henez

Tools:

GM:S1

Web:

fantasyreigngame.tumblr.com

+ 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).

ProcGenLab

Dev:

Nori

Tools:

UE4, Blender, GIMP

Web:

norimousedev.tumblr.com

+ 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

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ 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

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Continuing animations integration
+ Stopped rendering when window is not focused
+ Experimental dynamic defense for bosses

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ 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.

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ 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

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ 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

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ 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

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ 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

Project Alchemist

Dev:

ArAdev

Tools:

Godot, Krita , Paint.net

Web:

aradev.itch.io/project-alchemist

+ 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

RolyPoly

Dev:

Cactuar18

Tools:

Unity

+ Submitted a video to EGX in the low low chances of getting a free booth spot there

TTM

Dev:

Phantomcorps

Tools:

Unity, Krita, Aseprite, SFXR

Web:

phantomcorps.itch.io

+ Functional zoom mechanic
+ More mutant cards
+ Tuning combat system
+ Preparing Item tags
+ Preparing event tags

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Added a new cutscene
+ Added some world music
+ Balancing hero and enemy spells
+ Balancing item drop rates

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ 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

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ 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.

Generic Zombie Shooter - Redux

Dev:

Generic Dev

Tools:

Java, Slick2D, Aseprite

Web:

twitter.com/packetpirate

+ 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.