February 2018 (Week 3)

Jaunty Plumerai

Dev:

plume anon

Tools:

GM:Studio

+ enemy/item/background spawning system
+ dash-cancel
- need a proper level editor created
- strange collision bug with slopes to sort out

Unconventional Warfare

Dev:

UW Devs

Tools:

Unity

Web:

twitter.com/unwargame

+ New level & level assets
+ Improved Combat AI
+ Scene loading screen & transitions
+ Some optimization(Scenes & prefabs)
+ Got an artist, so I can focus on everything else
- Most likely having to start over with character art

The Cavern

Dev:

Snow

Tools:

Unity, Blender, Photoshop

Web:

snowdev.itch.io/the-cavern

+ made a really cheap way of having godrays
+ started the fire area (not finished)
+ finished puzzle design document
- wanted to get started on implementing puzzles but ran out of time

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Worked on level design, mostly.
+ Trigger/interactive visualization is now particle-based and looks much better than before.
+ Added trigger indicator on door locks.
- Still waiting for Unity 2018.1 to come out of beta, there are some features I really want to use in the game but using beta software seems unwise.

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Implemented all the new stuff on Dreamcast
+ Fixed some runtime/RAM stuff
- bit depth problems make DC version look like garbage
- still no time for nothing

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Map transitions don't pause anymore
- But it breaks a bunch of other stuff for now
+ Player can look around with camera
+ Separated module for manipulating animations
+ Grenades don't do collateral damage and will explode on any contact
+ Synchronized tail hitboxes for boss, added light rays for eyes, fixed status resistances
+ Trying even more controls changes
+ Fixed ledge detection
+ Played around with water physics, changed reflections

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ De-spaggeted a bunch more aspects of the player
+ More complicated 3d effects
+ Music progress for stage 4 boss
+ Prototyping more stage mechanics for later half of stage 5
+ GD stuff for exterior use
+ Big senpais have taken notice

Infraction

Dev:

infradev

Tools:

C++ / SFML

Web:

foxar.itch.io

+ NPC's can patrol now
+ NPC's pathfinding optimization
+ NPC's search for player in a search phase
+ Alert, Evasion, Search phases

Aeon Zenith

Dev:

Squire Grooktook

Tools:

GMS

Web:

twitter.com/SquireGrooktook

+ Wrote up a download page and small tutorial as a placeholder until an in-game one can be completed
+ Continued rewriting background controller code
+ Boss theme composition has begun
+ New Tiles in progress
+ Enemy Design #2 in progress

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Finished porting Paahul over to the new collision system! Every state appears to be functioning correctly now!
+ Because I now have a working enemy again, I should be able to put out something for DD19!
- Tonfa likely won't be ready, though, because I haven't started work on porting her over yet and there's a few more pressing menu issues I need to work on first.

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ Tested AI against some scrubs
+ More changes to AI, it is now a little more fair against the player when in groups
+ Almost finished modelling a new enemy
+ Placeholder version on the input buffer in place for DD19
+ Finally found a way to limit a rotation to an angle within another rotation
+ Miscellaneous VFX (bullets, particles, crosshair...)
+ Placeholder melee system now works as it should, attacks can be chained together, queued if the button press is too early
+ Made a twitter
+ Made a bunch of modular assets
+ Concept art, laying down some of the story's keypoints
- Level blockout with BSPs just led to terrible results
- Spent too much time trying to fix the exported BSPs
- Not happy with current modular assets, still need to find a proper workflow/standard so they all fit seamlessly without any trouble

Relic Guard

Dev:

Owl in the Works

Tools:

Unity

Web:

twitter.com/owlintheworks

+ Animating has begun
+ fixed an issue with the player camera
+ plenty of backend code improvements
- placeholder sword
- Have about a month to rush as much production as possible for a local trade show

Fantasy Reign

Dev:

Henez

Tools:

GM:S1

Web:

fantasyreigngame.tumblr.com

+ Town hub revamp
+ New townspeople with sprite + portrait: Eden, Pendulus, Stone, Author, Pilot, Old man
+ Started on various dialogues post prologue
+ I drew a horrible tent interior

Books by Babel

Dev:

babel

Tools:

Unity, Aesprite

+ Slightly better AI
+ Basic skill framework implemented
- Wasted sometime playing Godot
- I don't know what I'm doing

Unnamed Platformer/RPG Hybrid

Dev:

anon

Tools:

GMS2

+ Basic overworld platformer movement and collision
+ Dashing system
+ Controllable camera
+ Basic animation functionality
- No actual RPG elements at all yet
- No actual art/music assets yet

ProcGenLab

Dev:

Nori

Tools:

UE4, Blender, GIMP

Web:

norimousedev.tumblr.com

+ Completely revamped the character's skeleton, adding a variety of different bones
+ Made directional walk anims, finally making it so the character actually strafes properly
+ Fixed aim offset code to allow for proper aiming deadzone
+ Adjusted how roads affect the procedural landmasses. They now use rotated cubes instead of spheres to detect land vertices
+ Started playing with screenspace code to make the crosshair move to where the gun is pointing
+ Adjusted the scale of guns to make them fit the character mesh better
+ Finally got rid of the prefab testing area, moved everything over to a flattened area of procgen land
- Need to refactor procgen land topology generation

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Prospecting Voice Acting
+ Bed Jump Mechanism
+ Various New Art & Art tweak
+ Kitchen Modular set proto
+ 2nd Splashscreen
+ Auto-Save proto
+ Contextual Icons proto
+ Unlockable Options for context menu
+ Hierarchisation of furnitures code
- Tryharding to keep scope
- Guy doing website didn't work
- Need to contact another Webguy

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ I made this dude and started working on a new event for meeting him.
+ Fixed a broken water shader
+ Teemed up with a buddy of mine to help me out with some environmental art. Work is really eating all my time so this will be a nice load off.
+ It is now possible to load from the menu
- I'm stressed out

Fauna Wars

Dev:

weaklight

Tools:

Game Maker 2, Krita

+ I don't really remember actually.
+ more tests.
+ obstacles auto-placement almost works. just need more testing to be sure.
- now I need to put all those tests together back into the original project.
- still having second thoughts about Godot.
- I realize I'll have to make a better level editor in C++ or something one day anyway.

Mech Chip

Dev:

Plutoneus

Tools:

GMS2, Aseprite, Labchirp

Web:

twitter.com/Plutoneus

+ Organized ideas for all mechs
+ created flame mech/most of its code
+ finished worm mech
+ 3 new rooms for the exposition
+ drew up/thought up ideas for the second boss
+ created 2 new enemies: a fatty and a roly poly
- lots of course work is building up from procrastination

Shot One

Dev:

Red Moon Workshop

Tools:

Unity, Maya, Perforce

Web:

twitter.com/ShotOne_

+ Dash can now end early and adjusts animation
+ Curved shot patterns nearly finished
+ Vlad Rig finalized pending minor adjustments
+ Work continues on Emerald Coast arena
+ Pixel color pass complete
+ Kiera 'rage mode' illustration' complete
- Minor hiccups with curve input analysis
- One of our coders out for a few days

Tiny Combat Redux

Dev:

anon

Tools:

Unity, Blender

+ Ported missiles and launchers from old pack I made
+ Created polygon based particle effects for missiles
+ Targeting system and related HUD components
+ Fire control can cycle between different weapon types
+ Dual camera rig so that near shadows look sharp while retaining high draw distance
+ Ammunition count for all weapons
+ NPC tank with turning turret and basic go to AI
+ Refactor to get target locking work
- Missiles and targeting are in a state right now that's not expandable. It's tempting to rewrite launchers from scratch to better support my ideas for locking.
- Have to consider letting the above go to make demo day, but have really boring weapons.

Generic Zombie Shooter - Redux

Dev:

Generic Dev

Tools:

Java, Slick2D, Aseprite

Web:

twitter.com/packetpirate

+ Finished shop layout.
+ Inventory fully implemented. Can buy and sell items.
+ Fixed bug in music player that was causing it to resume and pause from incorrect triggers.

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Rewriting game from scratch because it was too spaghettified
+ Unity/C# Jobs system coming soon, exciting
+ Divided game into multiple projects: one to compile third party assets into DLLs, another to put my own core code into a DLL, a .unitypackage that a modder can unpack and be ready to mod, another that is a mod that contains the base game, and a project that is the engine that loads the mods

R3

Dev:

anon

Tools:

Essentia, Unity, Blender, Inkscape

Web:

suddeninsightdev.tumblr.com

+ a couple of first-pass models
+ an enemy with more varied movement
+ breakables that block pathing and can be pushed around
+ vfx and icons for some existing weapons

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Ported dialogue system from Unity UI to Unity sprites
+ Added colored keywords to dialogue text
+ Working on in-game console for debugging stuff
+ Art overhaul in the works

Project Alchemist

Dev:

ArAdev

Tools:

Godot, Krita , Paint.net

Web:

aradev.itch.io/project-alchemist

+ Fixed some bugs
+ Some adjustments to menu
+ New climbing system, now works on all ledges
+ Added collectible items( to restore blood or bullets to use with the handgun)
- Little time to work because of university