February 2018 (Week 1)

ProcGenLab

Dev:

Nori

Tools:

UE4, Blender, GIMP

Web:

norimousedev.tumblr.com

+ Implemented mission system
+ Expanded upon mission system to allow multiple types of missions (kill target, fetch item(s), use object) and multiple quantities of different reward items
+ Made weapon rack so guns aren't lying around on the ground anymore
+ Made NPCs stop spinning when idle
+ Made camera system feel better
- Removed elevator shaft from dungeon room list. Need to fix collision rotation math for it.

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Use OpenGL for drawing now
+ Fixed web version issues
+ Started experimenting with new characters
- Gotta spend most of my time working on university stuff right now, rib progress

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ started working on animations
+ more AI stuff - blocking, preventing it from unleashing a bullet hell when it's out of view, kamikaze attack for drones
+ neat explosion effect I can expand on
+ minor gameplay tweak
+ found an even better and more sensible way to do melee attacks
- terrible at animations
- root motion gives nothing but issues given scaling skeletal meshes happens in UE4
- need to rewrite the melee system again for the third time
- wasted a shitfuck of time
- really need to do again the whole topology of the grunt mecha
- said grunt's rig is fucked on several parts
- I won't even talk about texturing/uv maps

Project Alchemist

Dev:

ArAdev

Tools:

Godot, Krita , Paint.net

Web:

aradev.itch.io/project-alchemist

+ Made a script to draw scenes in eight directions, when the player enters a new scene, the ones that were long are erased and the corresponding ones to load are drawn. This simulates the open world effect.
+ Now the game has 3 different cameras, one that is near, other that is far and last one is very far, made a smooth transition to the cameras as an anon suggested
+ Now the spear of stone is fully functional and can damage enemies and impale them, and can damage also the player if he isn't careful
+ Now the handgun is functional and does damage to enemies

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Fixed a longstanding issue where equipped items had their stats reported incorrectly.
+ Created new UI elements for quests
+ Created and implemented a dialogue system
+ Hooked up the basics of quest systems and spawning quest-specific items, quests can be completed and undertaken

Infinity Spire

Dev:

SDC

Tools:

LuaJIT, Love2d, GIMP, OpenMPT

+ Created a new object/class/Entity-Component sort of system
- Havent touched my source in a while
- Gonna have to rewrite other parts of my engine to accomodate the new object system
- Nothing super graphical to show

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Been working on the lights in the game, before they rendered in the wrong order. Now they render correct, but look a bit messy.
- Need to come up with a studio/production name. Is just going by LK sufficient?
- Slowest week I've had in a long time, I'm disappointed.

RRShooter

Dev:

boghog

Tools:

GMS

Web:

twitter.com/boghogooo

+ Wave design finished, only balancing left
+ Added flying turtles and giant lasers
+ Sorted out the hard drive issues
- Scrapped the old midboss, making it a mech now

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Working on new part of the level. It will be a maglev train station, and it is roughly 1.5-2x bigger than the old part of the level. Still in prototyping stage.

The Big Blow Up

Dev:

StevenM

Tools:

GM:Studio, Graphics Gale

Web:

twitter.com/1988StevenM

+ new backgrounds in works
+ working on Arcade Mode intro
- still need more music and non-placeholder sfx
- still need a new title/logo

Mech Chip

Dev:

Plutoneus

Tools:

GMS2, Aseprite, Labchirp

Web:

twitter.com/Plutoneus

+ A new enemy and new hazard
+ Area signs in the top left corner of the screen when you enter a new zone
- uni work

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ Basic AI follow waypoint and select maneuver, lerp heading and control throttle
+ Import and animate plane parts

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ More stage 5
+ Extended stage 4 a bit
+ Stage 4 music done
+ Stage 3 SFX done
+ Tweaked score balance a bit,bursting into large amounts of bullets dosn't scale quite as hard
- the spirit is willing the the body keeps getting sick

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ I'M BAAACKKKKK!
+ New collision system almost completely implemented!
+ All defensive player collision detection code has been rewritten and is functioning.
+ All offensive player collision detection code has been rewritten and is functioning aside from the player's rapid jab/hook supers.
+ Most offensive enemy collision detection still functioning as intended with only minor adjustment necessary to get it to function under the new system.
+ Friday is the 1 year anniversary of this coding project! I wasn't even expecting to make it two months when I started.
- RIP my recap 34 combo.
- I feel bad it took me this long to start getting back into the swing of things.

Shot One

Dev:

Red Moon Workshop

Tools:

Unity, Maya, Perforce

Web:

twitter.com/ShotOne_

+ Working on test beds for animations and game mechanics
+ Reskinning the rebuilt Vlad Volt model and rig
+ Figured out a blending tree issue and clarified animation states regarding dashing
+ UI style mockup for win screen completed
+ Dr. Gel concept completed
- Still hunting for secondary coder to join team
- Multiple team members out last week

The Ballad of the Beast

Dev:

Gentle Stream

Tools:

Unity, Blender

Web:

gentle-stream.tumblr.com

+ you can move characters around now
+ characters get physically lifted up when you move them around
- missed last week because I am stupid
- too much procrastination

project boat

Dev:

boatDEV

Tools:

Unity, Blender

Web:

twitter.com/nnBBdev

+ basic boat movement implemented
+ water generator implemented
+ done a lot of thinking about game and what it should be
- lack of free time

The Cavern

Dev:

Snow

Tools:

Unity, Blender, Photoshop

Web:

snowdev.itch.io/the-cavern

+ Moved from 3rd person to 1st person camera
+ added orbs
+ made orbs work
+ made orbs pretty
- orb animation is weird so it's removed for now
- Mountain Challenge on hold until this game is ""done""

Fauna Wars

Dev:

weaklight

Tools:

Game Maker 2, Krita

+ first recap
+ on it for months (not full time), lots of notes
- not much to actually show
+ went back to the technical basics, realized I has no choice but to make a map editor, working on that
+ reading Tiled maps, will use them for base ground
+ painting "obstacle" & "free" tiles
+ pan & zoom
+ started planning out all map objects IDs to save maps in a custom format
- to do : saving & loading maps
- having second thoughts about how much of a clone it is
- I like thinking of characters, but story is hard

R3

Dev:

anon

Tools:

Essentia, Unity, Blender, Inkscape

Web:

suddeninsightdev.tumblr.com

+ enemy health indicators
+ pickup system
+ a few weapons
+ equipment & ammunition HUD
+ roughed out AI behaviour for ranged attacks
+ implemented grid based LoS check for non-orthogonal abilities
- huge blindzones will eventually need to be remedied
- tempos approaching 160 bpm tend to get you killed comically fast due to the above

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ New Loading Screen proto (+perf)
+ I may have found a guy for a plugin
- Slows my workflow while I wait for it

Books by Babel

Dev:

babel

Tools:

Unity, Aesprite

+ Action menu for moving, attacking, abilities, waiting, etc
+ Moved to a top down perspective to make my life easier
- Spent a bunch of time solving isometric problems that wont be used now

Not Tower of Succubus

Dev:

Coldest (coder) PureGuy (artist)

Tools:

Game Maker

+ Added 8 more level (up to 10)
+ Fixed a ton of bugs
+ Added version control
+ Artist finished working on tileset
+ Added first boss
+ Added fullscreen support

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Learning about mod-friendly architecture and tearing everything apart
- Game is currently broken into a thousand pieces on the floor

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Fixed a bunch of bugs in the released demo
+ Save system improvements
+ Planning the rest of the game
+ Good suggestions and feedback from demo

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ More area and character designing
- Testing a different way to do procedural animations in skeletal animation framework