March 2018 (Week 1)

Subterra

Dev:

Moku

Tools:

Unity, Asesprite

Web:

twitter.com/MokuDev

+ Updated demo
+ Geyser now functional
+ You can now save just by exiting
+ Cheats
- Still not refactoring some stuff I should refactor
- Anxious about making new enemies

Void Walker saga: episode 1 (WIP name)

Dev:

Studio Kwango

Tools:

Game maker, Aseprite, Photoshop

+ learned alot about game maker this week, to the point where we can actually start prototyping.
+ finalized concept for the design of the demo.
+ added two new members to the team.
+ finalizing designs for the tavern in the demo itself.
+ organized the studio to promote a more productive environment
- people being busy with work and previous commitments has slowed down production
- confusion about the control scheme is frustrating, multiple ideas will need to be tested.
- Combat and over all progression system still being brainstormed, a lot of ideas to sift through.

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

Unity, Visual Studio, Blender, Substance Painter, Photoshop CC

Web:

hypertensiongamedev.tumblr.com

+ Lengthened 2nd armor's legs to make it match concept art more.
+ Got some useful feedback from the submitted DD19 demo
- Had to work on fixing bugs in my Asset Store plugin, which ate up time.
- Lethargic and can't do much work due to hot weather.

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ "Finished" a level
+ Demo for DD19 released
+ Some new placeholder SFX
+ Demo gave me a precise idea of what's wrong
+ Misc concept art and minor refactoring
+ Got emission working with cel shading
- Quite honestly didn't do much this week
- Holy shit there's so much stuff to fix

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Demo day build
+ Overhauled the title menu, looks and feels much better than the old one.
+ Bug fixes in general, got the game to be in somewhat playable state for dd

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ First recap, after a few weeks work
+ Implemented cards, decks, drawing, cycling discards, movement cards, attack cards, targeting tiles, targeting characters, targeting directions, enemy AI, pathfinding, turns, status effects, basic UI
- Character model still unfinished, using something from an old project

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Made a festival/night version of a bunch of the maps
+ Cutscene for leaving the village
+ Submitted my game for DD19

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Release new demo
+ Various smaller bugfixes (stage + gameplay)
- Week was litter than previous week, but still not as lit as desired

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Released a demo for DD19!
+ Work once again begins on Tonfa. I hope to have her moveset done by next demoday.
- I have to go in for surgery this week, which may mean I won't make any progress while I recover.

Within the Green

Dev:

anon

Tools:

Unity, gimp

Web:

teamsolotent.tumblr.com

+ submitted to demo day
+ finished revised boar sprite and added into game
- in reflection I haven't done much progress between demo day entries

Knight & Witch

Dev:

Squaredev

Tools:

Unity, Blender, Krita

Web:

squaredev.tumblr.com
squaredev.itch.io
twitter.com/squareanon

+ First recap for this game!
+ base movement, character switching
+ basics of combat
+ basics of world interaction
+ basics of inventory system
+ basics of movement between areas
- still like a billion things to work on, but that's okay
- a lot of gameplay details are still unclear, need to figure them out
- fighting hard the scope creep
- no models yet, I'll start making them next week or the week after that
+ cubes are awesome!

Love Letters to Generico

Dev:

YamsDev

Tools:

GMS2, Aseprite

+ Collisions
+ Added status and resistance variables
+ Trying to relearn to draw mango characters
- ADHD and other inane excuses

Relic Guard

Dev:

Owl in the Works

Tools:

Unity

Web:

twitter.com/owlintheworks

+ Health, Energy, and XP items made
+ Slime Monster
+ Finished Ellie's Sword
- Modeled a shit load of assets and never textured them

Project Synkka

Dev:

wanderdev

Tools:

Unity, Blender, VCV Rack, Sunvox

Web:

twitter.com/wander_dev

+ Finally have a decent spaceship scene goddamn
+ Settlement code is progressing smoothly
+ Optimized monster AI
+ Made first special enemy
- No market yet
- No dialog system yet
-- Still can't descend to planets through normal play
--- Still no fucking name

Sim Loli

Dev:

Anon

Tools:

C++

+ Optimized pathfinding by precomputing many collision checks for static/near-static geometry
+ Resumed work on the saving/loading system
- I hate working on saving/loading

The Cavern

Dev:

Snow

Tools:

Unity, Blender, Photoshop

Web:

snowdev.itch.io/the-cavern

+ Released demo for DD19
+ Got a lot of feedback to work on
+ Started planning revamped Fire Area
- lots of bugs to sort out

Monospaced Lovers

Dev:

Scarlet String Studios

Tools:

Unity, GIMP, Inkscape, Krita, Audacity

Web:

twitter.com/scarlet_string

+ Started deving again for the first time in months
+ Switched to Unity's new built-in tilemapper
- Spent a long time fiddling with Collision2D objects

Volleybit

Dev:

nano

Tools:

GMS 1.4, Aseprite

Web:

nanobuilder.itch.io

+ Added sound effects
+ Updated some art
+ Game now takes place on an oblique grid!
- Sprite ordering still borked
- Need some movement animation
- Really want to get some new modes in!

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ New Action Icons
+ Reworked Furnitures interiors
+ New Furnitures settings inject
+ Some last minute polish for Demo Day
+ Some lore thoughts
- Did not have time to put Voice Acting for Demo
- Demo is hurting confidence I must manmode

Books by Babel

Dev:

babel

Tools:

Unity, Aesprite

+ Posted a bad demo to demo day
+ Started implementing a buff/debuff system
+ Implemented a 'Tags' and 'Attributes system for skills and tiles (basically, a fire skill can now set flammable ties on fire and that fire can spread to flammable neighbors)
- Need to implement some of the advice I got from DD
- Still need to play all of your wonderful demos :)

Unnamed Platformer/RPG Hybrid

Dev:

anon

Tools:

GMS2

+ Working main menu
+ Working items and inventory
+ Figured out how draw_gui works
+ Improved camera a bit
- Meant to do saving and loading but didn't even start on that yet

Shot One

Dev:

Red Moon Workshop

Tools:

Unity, Maya, Perforce

Web:

twitter.com/ShotOne_

+ First all hands on deck meeting of the year happened, got the entire team on the same page regarding working towards the vertical slice.
+ Vlad Volt pose sheets and rig refinement are finally complete after some revisions popped up that needed work
+ Linear arena collisions completed
+ Curved disc shots completed
+ Disc special curve shots in progress
+ Dexterity test in progress
+ Pixel/Kiera/Dr. Gel concepts being refined further
- Issue with Pixel's color scheme will mean it'll need to be revisited
- Character art is on hold for the time being due to freelance work (Not a big deal)

RolyPoly

Dev:

Cactuar18

Tools:

Unity

+ Level 1 drawn out
+ Improved AI
+ Greatly improved movement
- Made new bugs cos of movement change

Tiny Combat Redux

Dev:

anon

Tools:

Unity, Blender

+ Demo day build released!
+ Multi-lock launcher and "Macross" style guidance missile added
+ Added mobile anti air tank
+ Ground vehicles can now fire weapons and can be destroyed
+ Added particle effects and sound effects to almost everything
+ Air brake to slow down faster
+ Tons of little bug fixes
+ Padlock camera

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ World debugger done
+ Finishing battle debugger
+ Working on battle stats calculator for balancing

Infinity Spire

Dev:

SDC

Tools:

LuaJIT, Love2d, GIMP, OpenMPT

+ New engine is effectively at the same point as the old engine, super fast development
+ Got a little bit of art direction going
+ Proper design document made
- Couldn't churn out anything interesting for demoday :(

ProcGenLab

Dev:

Nori

Tools:

UE4, Blender, GIMP

Web:

norimousedev.tumblr.com

+ Uploaded Demo Day build!
+ Added speedometer to vehicles
+ Made the GameState handle all of the initial game/terrain setup
+ Added character ragdolling from being hit by a car
+ Characters can now get up from being ragdolled
+ Started working on item previews for the inventory and equipment panels
- Demo Day feedback unanimously agreed that the controls were super janky so I'll have to focus on fixing that

TTM

Dev:

Phantomcorps

Tools:

Unity, Krita, Aseprite, SFXR

Web:

phantomcorps.itch.io

+ new Characters created
+ battle System on
+ event system on
+ started on the item system

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Learned about C# template programming (T4) so its easy to make big changes to boilerplate and not have to rewrite it
- People are starting to ask if the game is still being worked on or not
+ Bought an asset that I think was made by an aggydev
+ Waiting for GDC so Unity will probably reveal its ECS and Jobs system (which is the reason for throwing out progress and rewriting everything)