February 2018 (Week 4)

Infinity Spire

Dev:

SDC

Tools:

LuaJIT, Love2d, GIMP, OpenMPT

+ rewrote the engine entirely over the course of a couple of days
+ including a new collision detection code, an actual system for properly detecting input, lots of other basic stuff
- still no art to show (hopefully will change in the near future)
- demo for demoday will probably be shit and not do much...again

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ rigged, animated and partly implemented new enemy
+ finally devised a proper workflow to make levels and import them
+ simple level geometry and basic textures look better than I expected
+ couple more VFX
+ found out the camera math used the wrong transform, camera works far better now, adjusted its movements
+ misc gameplay fixes : limiting rotations to not go past 45/-45 pitch, shooting spread on AI
+ have no error messages after playing for the time in months
- Missile collision is broken again
- Need more misc items to decorate levels
- need SFX for demo day
- Didn't do too much overall last week.

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ More level design.
+ Rebuilt navmeshes.
- DD build won't be as polished as I would like, I'll probably just dump what I have at the moment.

Books by Babel

Dev:

babel

Tools:

Unity, Aesprite

+ Implemented Items
+ Implemented Equipement
+ Implemented a Class/Job system
+ Implemented a Quest/Mission system
+ You can now choose which units you want to use for the mission
+ Lots of refactoring and cleanup
- Spent some time making a new sprite that isn't very readable
- The code for the AI logic is a real shit show right now
- Still needs some polish before DD19
- Not very fun right now

RolyPoly

Dev:

Cactuar18

Tools:

Unity

+ First level geometry down
+ Started on actual enemy design
+ I'm engaged

Infraction

Dev:

infradev

Tools:

C++ / SFML

Web:

foxar.itch.io

+ New guns and sprites are incoming
+ Patrols now loop back and forth
+ More pathfinding optimization
+ General optimization
- Kill me

Crystal Tower Defense

Dev:

blu3

Tools:

Unity, Blender, Paint.NET

+ New map
+ Map loading
+ Arrow Tower
+ A lot of new particle effects
- No sound or music yet

Fauna Wars

Dev:

weaklight

Tools:

Game Maker 2, Krita

+ pretty much solved depth ordering
+ tried out art a little. fumbling around but it helps with motivation. trying to delve into Krita's brushes
- not much difference from last week really. need to put all elements back together.
- then need to start working on map saving/loading in the editor

The Cavern

Dev:

Snow

Tools:

Unity, Blender, Photoshop

Web:

snowdev.itch.io/the-cavern

+ implemented ice/furnace puzzle
+ implemented moving rocks puzzle
+ polished up main fire area hub
- picking up objects has lost collision
- still have to add in final fire room for Demo Day

Relic Guard

Dev:

Owl in the Works

Tools:

Unity

Web:

twitter.com/owlintheworks

+ Sword modeled with some rough textures done
+ Made a list of shit I need to make and do
- You're still here? It's over. Go home. Go!

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

- how do I ECS?
- no demo for demoday
+ Rewatched x3 the Unity Jobs system talks and think I understand it
+ thirty-plus games in the recap, agdg is healthy

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ I'm more or less ready for Demoday
+ Gamepad support added! Rebinding isn't done yet, and won't be before demoday, but the game is now playable with a controller.
+ Fixed the tutorial to work with the new collision system.
+ Fixed a number of bugs

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Improved Multi-Room furnitures spawn
+ Improved furniture looting
+ Better text display
+ Started Soda Collection
+ Contextual Icons improvements
- Did not have time to contact another Web Guy
- No Website for DemoDay
- Lost time reserved to DemoDay content

Blastion

Dev:

Oakleaff

Tools:

GM:S 1.4

Web:

oakleaff.tumblr.com

+ First recap
+ Random dungeon shooter with """roguelite""" elements
+ Most main features functional
- No real content

TTM

Dev:

Phantomcorps

Tools:

Unity, Krita, Aseprite, SFXR

Web:

phantomcorps.itch.io

+ 2 more decks planned
+ 2 classes characteristics planned
+ map layout 50% done
+ monsters and cards creation going fine
- game broke for some reason last time

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Fixed stage camera
- Parallax bgs won't make it into Demo Day, fucking non-rectangles
- Thesis killed progress again, this week will be lit though

Volleybit

Dev:

nano

Tools:

GMS 1.4, Aseprite

Web:

nanobuilder.itch.io

+ Added proper trajectories for ball
+ Can now return balls, along with timing bonus
- shadows and sprite ordering are still broken
- No sound effects yet

Shot One

Dev:

Red Moon Workshop

Tools:

Unity, Maya, Perforce

Web:

twitter.com/ShotOne_

+ Curve shots completed
+ Dash system completed
+ Dexterity tests in progress
+ Pixel refinement in progress
+ Vlad Rig complete
- Minor issues still present with Vlad's pant deformation and texture. Working on a solution.
- Slow week 3d art wise

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Implemented the basics of multiplayer
+ Implemented sync'd stats and in-game chat
+ Allowed ships to freely trade equipment between each other
- Movement synchronization still laggy, needs a lot of tweaking to account for high speeds

ProcGenLab

Dev:

Nori

Tools:

UE4, Blender, GIMP

Web:

norimousedev.tumblr.com

+ Increased terrain resolution and offloaded all terrain changes to apply at the very end of game initialization
+ Added Community Ocean Project water to my project and hooked up items and characters up to be buoyant in it
+ Fixed a subtle UV bug that happened during terrain gen
+ Tweaked the way roads affect the terrain again - They finally look like they work properly now
+ Added death/respawn HUD that appears when you run out of health
- Need to look into tessellation for terrain stuff
- Still so much to get done for demo day aaaaaaaa

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ The player can now input a custom title for the MC
+ Made a roadmap for the coming 2 months. Trying to structure my work.
+ Worked on night/festival versions of the maps.
+ Made a silly event with this ninja guy

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Added 2 unique combat mechanics for healing and DoT, still buggy but getting there
+ In-game console/debugger is (ironically) in debugging phase
+ Art overhaul fully planned, now it's time to grind
+ Hello hard shading
+ Goodbye soft shading

Tiny Combat Redux

Dev:

anon

Tools:

Unity, Blender

- Wasted about a week rewriting launchers and targeting almost completely from scratch
- That was a lot of time
- Don't rush important core functionality for demos is maybe the lesson I learned there
+ Missile functionality greatly expanded to include locking and more complex seekers
+ Only one launcher per weapon type now
+ Launchers can have pylons which allow for placement of more weapons per weapon
+ Aircraft sensor can now target multiple targets
+ All targeting information is now controlled by the sensor
+ HUD back end rewrite so that only one sensor is passing targeting information to the HUD
+ Sensor can lose target if out of range
+ Swapping between weapon sets now actually works right
+ Finally in a place where I can start writing new features and making progress again

Unnamed Platformer/RPG Hybrid

Dev:

anon

Tools:

GMS2

+ Redid collisions and added subpixels
+ It's in 60fps now
+ Prototype pushblocks and prototype interactable objects (switches, npcs, etc)
+ Finally figured out battle system design
+ Main menu mockup
- Will probably have to redo pushblocks entirely since the way I'm doing things isn't working how I like
- Main menu doesn't actually work yet and I was super sure I'd be able to pull it off in time for recap

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Got ripples in when walking on water
+ Got all collisions boxes in
+ Changed out the grass for shrubs
- Not enough time to put in a picking up and throwing mechanic before DD
- Have a LOT to do to make it in time for DD. Demo may not have fitting music/sound effects.

Project Eidolon

Dev:

crabowitz

Tools:

GM:S 2

Web:

crabowitz.tumblr.com

+ "Dimmer" attacks for more cinematic effects
+ Keyboard controls
- Keyboard controls suck
+ Design pass at decklist
+ Increased speed of combat in general
+ Simple spell modifier/upgrade effects
+ Very basic sound effects
- Became a wageslave, less time/energy for dev