January 2018 (Week 4)

Unconventional Warfare

Dev:

UW Devs

Tools:

Unity

Web:

twitter.com/unwargame

+ 2 new characters added
+ Scenes organized
+ Combat UI updated
+ Audio(sfx, music) manager added
+ Bugs fixed
- tried to make UW turn-based combat, wasn't fun.

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Modeled an NPC. Not rigged/animated yet.
+ Experimenting with making a system where all NPCs (enemy and non-enemy) derive from the same basic behavior class. Pretty fucky so far, but I want every single character type to have minimal amount of code; i.e. death sequence, or attack script in case of an enemy.
+ Fixed some collision bugs.

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ Sculpted and started retopologizing another take on the grunt design I had, almost done with retopo (pic rel)
+ Also started another mecha, but it didn't fit the aesthetics of a weak grunt
+ Found an easy way to do hard surface details on walls
+ Done with the design of the basic drone, got an effect for its only attack
+ Modular set wasn't actually so bad, adding it to a scene gives a lot more perspective
+ Implemented the basis of the new Input buffer, might have a solution to queue actions
+ Learned some stuff about VFX design and packing textures/noise in a convenient way
+ Camera adjustments
- Need to re-do the rig and texturing on the drone
- New melee function is a mess that takes in a fuckload of arguments
- No gameplay changes

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Released a demo
+ Added a trailer and some songs to youtube
+ Added Official Website
+ Added Itch.io Page
+ Started a small IndieGoGo campaign

Books by Babel

Dev:

babel

Tools:

Unity, Aesprite

+ Started deving!
+ Basic unit spawning
+ BFS to determine movement and attack rnages
+ Basic map editor for easy content creation/modding
- Code base is already kind of a mess

R3

Dev:

anon

Tools:

Essentia, Unity, Blender, Inkscape

Web:

suddeninsightdev.tumblr.com

+ basic game elements seem to function decently
+ can start working on the meaty bits e.g weapons, enemy types and room / dungeon layout
+ Essentia beat extraction is groovy as heck
- can't keep using visual placeholders forever (or can I?)
- forgot everything learned about Blender last month
- had to think of an awful working title just now

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Continued designing locations
- Chain bone physics for new system, might not actually be better than previous implementation
+ Nerfed boss moveset a bit

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Figured out gamepad rebinding [again]
+ Keyboard/Mouse rebinding almost done, after that is figured out the title screen will be more complete compared to the previous version
- Video games came out

Untitled Racing Game

Dev:

anon

Tools:

D3D11/C++

+ Better follow camera
+ Fixed incorrect chassis height
+ Slippery Physics
+ Remade carbon fiber material
+ Started multiplayer implementation (basic client/server setup)
+ Refactored input management to support gamepad/driving wheels and multiple gamemode at the same time
- Physics still need work (still missing clutch, gearbox, non-shitty tire friction, ...)
- Need to create devblog and/or twitter account
- Bloom post-effect broke for some reason

Mountain Challenge

Dev:

Snow

Tools:

Unity, Photoshop, Maya

Web:

snowdev.itch.io

+ customised unity's basic car system
+ basic mountain track added
- barely functional atm
- wouldn't really call it a game so far

Not Tower of Succubus

Dev:

Coldest (coder) PureGuy (artist)

Tools:

Game Maker

+ Implemented pushable vases for puzzles
+ Implemented presseable slabs for puzzles
+ Designed level 1 and 2 for the game
+ Implemented level transition
+ Designed prettier assets
+ Implemented a placeholder intro

ProcGenLab

Dev:

Nori

Tools:

UE4, Blender, GIMP

Web:

norimousedev.tumblr.com

+ Implemented charge-up animations for beam weapons
+ Implemented furniture interaction
+ Added two new weapons
+ Added movement animations for less side-to-side sway for use while aiming
+ Cleaned up some redundant Blueprints dependencies

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Database plugin prospection
- Feels like nobody gonna respond
+ 3D rendering prospection
+ Dev doc about color usage
+ Started a map of unlockable skills
+ HUD Clock Design
+ Finished Medicine Art

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Participated in GGJ
+ Implemented Versus screen
+ Added sound effects
+ Added new fonts to game screen
+ Various bug fixes
- Caused the bugs in the first place, tee hee

Mech Chip

Dev:

Plutoneus

Tools:

GMS2, Aseprite, Labchirp

Web:

twitter.com/Plutoneus

+ Menu looks better and accommodates 8 mechs
+ New explosion animation
- got mhw and got sick

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

++ Put a bumper on the TV on the pause menu.
+ Made so that the inventory shows a notification when the player uses an item and when he lose money. It also plays a sound.
+ Finished a plank cutting minigame.
+ Started making sprites for a cutscene.
+ Started working on a save system
+ Good progress, even though I would consider it a slow week!

Project Alchemist

Dev:

ArAdev

Tools:

Godot, Krita , Paint.net

Web:

aradev.itch.io/project-alchemist

+ Made a system to build houses. You put the tiles and a script calculates the collisions from the outside ( the roof has one way collisions) and the inside( the walls and the roof are solid)
The things that are inside the house only appear if you are inside and disappear when outside.
+ Made some animations( need to improve)
+ Added some nature elements: lava, and a tree with physics( you can cut it to form bridges or smash enemies, the last still not programmed )
- The animations cause problems with the combat system( I´m currently fixing this)
- Some times the tree physics are weird

Hadal Calm

Dev:

anon

Tools:

Java, Libgdx

+ Player sprites, basic movement/combat
+ game-over processing

RRShooter

Dev:

boghog

Tools:

GMS

Web:

twitter.com/boghogooo

+ 2 more new enemies, small robots similar to the player and an armored turtle
+ Made about half of the enemy waves
+ Stage music is, for the most part, done
+ Started drawing the midboss
- HDD seems to be dying, waiting for the new one to arrive

TTM

Dev:

Phantomcorps

Tools:

Unity, Krita, Aseprite, SFXR

Web:

phantomcorps.itch.io

+ Participated in the global game jam
- Did nothing on this game