February 2018 (Week 2)

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ The great de-spaggeting is upon us, begging with the jank-ass player laser
+ added 3d stereo sound, witch configurable perimeters and an option for the old mono sound
+ Nerfed the stage 3 boss a bit
+ Added backed for difficulty stuff
+ BIG BUISNESSDEV
- Art is slow

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Made new way of making blendable procedural poses
+ Altered animating runtime for some additional render options for batching and lighting
+ Finally fixed new chain dynamics and they work well despite having less configuration options
+ Updated most of boss animations except for hitboxes sync and particle effects
+ Made a few animations for another boss
+ Binded dash to crouch/slide button for further prototyping

Untitled Shooter

Dev:

ambientdev

Tools:

GM: Studio 1

Web:

ambientdev.itch.io

+ minor visual tweaks
+ new tiles
+ shadow surface
- still need to decide on the artstyle so i can start animating

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Made a building tileset.
+ Added a collider to the trees so the player can jump into trees. I'll probably put some hidden items in the trees like extra lives or access cards.

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ More animations
+ VFX for animations
+ Standardized some shaders so I can use material instances instead of an unnecessary amount of materials
+ Tested the basis of the new melee system, way more accurate and easy than the previous one
+ Melee hits now have special proprieties like breaking shields, knockback, and so on
+ Characters now recoil when knocked back
+ Might have found the right way to buffer attacks
+ Grunt behavior is mostly done, just need to change the way it moves around
+ Came up with an idea on how to do grouped attacks between different AI characters
+ Started blocking out a level
+ Have the concept and started modelling a new enemy (ranged support unit)
+ Fixed the game's overall blurryness caused by engine settings
+ Mechas now fully rotate towards each other instead of just rotating on pitch
- Can't find a way to limit the angle projectiles are being shot
- Forgot to take care of twitter/tumblr again
- Locking a character into an animation montage (for melee/recoil) is currently super wonky and probably has a lot of bugs
- Haven't found a way to standardize the way melee is written for the player, so I currently just have a bunch of spaghetti

Infraction

Dev:

infradev

Tools:

C++ / SFML

Web:

foxar.itch.io

+ Added a cool HUD
+ A lot of AI polish, ability to see again, pathfinding using map specific nav nodes
+ Better camera placement
- ...

Not Tower of Succubus

Dev:

Coldest (coder) PureGuy (artist)

Tools:

Game Maker

+ Finished player sprites and implemented them
+ More work on the tileset done

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ New collision system basically done
+ First enemy attack states re-implemented
+ It's been one whole year of development on this game! Started with no coding knowledge and look where it is now.

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Sorting Plugin finished and working!!
+ Map Item loot (Database) proto
+ Map Item loot (Items) proto
+ Upgrading Battle HuD
+ Starting Apps Upgrades proto
+ Icons and New Character
+ Will try releasing for Demo Day 19

ProcGenLab

Dev:

Nori

Tools:

UE4, Blender, GIMP

Web:

norimousedev.tumblr.com

+ Added "Cancelled" and "Abandoned" mission statuses
+ Added mission system tracking for kills and object uses
+ Fixed text formatting for plural mission targets
+ Fixed the player's camera being dragged away from the direction they're moving when holding a weapon
+ Tweaked how roads affect procedurally generated land mesh. They can now affect multiple meshes at the same time
+ Fixed arm length on player skeleton
+ Testing out a dynamic crosshair that follows where a held weapon is pointing
- Need to add edge vertex matching for adjacent land meshes

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Implemented incremental sprite file loading
+ Implemented drawing of paletted textures
- Writing a thesis kills progress nearly as much as it kills the will to live

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Lights are in once again, they look beautiful
+ Finished the save system. Creating folder, saving data in and out.
+ Played around with a letterbox. It makes the game look really rad, but it's kinda stupid since it removed a large portion of the screen, might use it for cutscenes though
- Haven't decided on what the sprite for the save point should be

Shot One

Dev:

Red Moon Workshop

Tools:

Unity, Maya, Perforce

Web:

twitter.com/ShotOne_

+ Vlad rerigging continues as scheduled
+ Pixel concept is in progress, second iteration underway
+ Environment art testbed is in progress for Emerald Coast arena
+ Animation test bed has a lot more functionality and has shown some needed mods to the animators
- Minor issue with Vlad's texture clarity resulted in revisions
- Perforce license issue delayed bringing on new coder by a day or two

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Fixed some reported issues in the demo
+ Started work on a custom editor for all the game data
+ Finished most of the story, maps, NPCs for World 1 (out of four worlds)
+ Testing new combat features

Relic Guard

Dev:

Owl in the Works

Tools:

Unity

Web:

twitter.com/owlintheworks

+ Beetle joins the crew
+ Terrain and level design started
+ Main Character Ellie rigged and weighted for animation
+ Various concepts done for future progress
+ Settled on a shader for the time being
- Jiggle Physics for hair didn't go as intended, alternate means must be found
- Place holder textures, place holder textures everywhere

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Got two varieties of flowers and part of a tree done
+ Added small animation on flowers so that they move when you run into them
- Nothing really

R3

Dev:

anon

Tools:

Essentia, Unity, Blender, Inkscape

Web:

suddeninsightdev.tumblr.com

+ 7 more weapon pickups
+ greater attack variety - range, AoE patterns, charge-up & knockback effects
+ groundwork for auxiliary powerup slots
+ logic for status effects
+ enemies with ranged attacks
+ contact for music
- made the working title less goofy

Mech Chip

Dev:

Plutoneus

Tools:

GMS2, Aseprite, Labchirp

Web:

twitter.com/Plutoneus

+ New area is near completion
+ New enemy: candlebats
+ Organizing my final ideas/goals for this game
- Trying to learn GLSL ES, and most likely won't use much of my practice for this project
- Game still isn't pleasant to look at

Crystal Chrysalis

Dev:

Kada

Tools:

UE4, Blender, World Machine, Krita

Web:

kadadev.tumblr.com

+ Add VR to game
+ Grabbing enemies turns them from 2D to 3D
+ Fire + grip weapon
+ Some environment models

Project Alchemist

Dev:

ArAdev

Tools:

Godot, Krita , Paint.net

Web:

aradev.itch.io/project-alchemist

+ Worked on menu
+ Fixed some bugs
+ Remake the alchemy system, because how it worked before was clashing with the new level system
+ Added indicators of what have you equipped on alchemy slots, they are different for each material, and change real time when you center energy around a different material from the preferential one
+ Fixed tree physics
+ Started working on a new enemy( without art, currently just uses placeholder sprites )
+ Variable jump height ( before it was the same all the times )
- Didn't post any progress in the week on the threads
- Started college, so I now have less time to work on the game

Fauna Wars

Dev:

weaklight

Tools:

Game Maker 2, Krita

+ brushes to paint obstacles on the map work
+ test for placing obstacle sprites based on the tiles works
+ test for depth ordering works.
- object activating/deactivating behaving weird. can't tell if it's me or GM.
- art is pain. seriously though, intended to paint the tiles, don't wanna half-assedly go back to 3D, but maybe I'm being unrealistic.

The Cavern

Dev:

Snow

Tools:

Unity, Blender, Photoshop

Web:

snowdev.itch.io/the-cavern

+ changed name from Grotto to The Cavern
+ made starting area
+ started working on fire sub-zone
- was ill so missed monday recap
- probably shelving the ruins idea until I can get a style I like with it

Project Eidolon

Dev:

crabowitz

Tools:

GM:S 2

Web:

crabowitz.tumblr.com

+ Broke environment into a fine grid
+ Overhaul of enemies with more varied behaviors
- Still in placeholder art hell
- Another fucking year older

project boat

Dev:

boatDEV

Tools:

Unity, Blender

Web:

twitter.com/nnBBdev

+ trying out new art style
+ new name
+ added watch
+ improved boat controller
+ new boat functionalities
+ character controller
- everything is buggy and will probably be rewritten in future