March 2018 (Week 2)

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

- Poor progress past week, re-evaluated design
- Game not really fun
+ Working on Furniture Hack Minigame
- Recap guy are u ded?

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ Moving witches + planes over to physics simulation, got collisions mostly working
+ Silhouette Shader
+ Perf changes for many planes
+ Researching terrain modification tools to add detail + texture to height map data from satellites

Sim Loli

Dev:

Anon

Tools:

C++

+ Lots of serialization (saving/loading) progress
+ Most of the world is saved/loaded
- Still need to get AI serialization working
- I know there's gonna be a bunch of bugs related to this in the future

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Zipline is back!
+ Improved dialogs so that they actually behave like dialogs and not just be a text on the bottom of the screen. Player now needs to press continue to advance to the next stage of a dialog. Game exits out of combat mode during the dialog so that player can't be killed if he talks to an NPC.
+ Got rid of ugly placeholders between the two main areas and put zipline and some platforms instead.
+ Made a draw bridge that lowers when activated by a card.

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ stage 5-2 done
+ Added some unlockable filters
+ Promo art grind continues
+ Stage 5 boss isn't as big a pain as i thought it would be
- It's still kinda painfull
- I can't belive recap guy is dead

The Cavern

Dev:

Snow

Tools:

Unity, Blender, Photoshop

Web:

snowdev.itch.io/the-cavern

+ reworked lava
+ looking at puzzle designs to make them better
+ started working on water area
- slow week

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Surgery went well. Haven't been down to do much development this past week
+ Fixed a couple of small bugs and made some changes to paahul as a result of demo feedback.

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ The C++ rewrite continues (All engine code now complete)
+ Fixed up bone skinning issues, 3D animation now works correctly.
+ First person animations have been ported
- Procrastinated a lot over the last few months, doing bone skinning from scratch was intimidating

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Figured out how to use new localization system
+ Unity ECS/Jobs announcement at GDC confirmed!
+ prototyping gameplay loops in a separate project
- six projects: third party assembly compilation, core game library, core content, mod tools export, engine, and gameplay prototyping

Monospaced Lovers

Dev:

Scarlet String Studios

Tools:

Unity, GIMP, Inkscape, Krita, Audacity

Web:

twitter.com/scarlet_string

+ Finished debugging dialogue boxes
+ Converted all tiles to Unity tilemaps
+ Figured out how to use Inkscape
- Still need to add text effects a la Paper Mario

Unnamed Platformer/RPG Hybrid

Dev:

anon

Tools:

GMS2

+ Started work on a cool RPG field menu
- Was busy all week so that's it
- I figured I'd have a lot more free time to dev coming up but turns out I was wrong

Project Synkka

Dev:

wanderdev

Tools:

Unity, Blender, VCV Rack, Sunvox

Web:

twitter.com/wander_dev

+ Finally got saving and loading working!!!!!!
+ Finally have a name too, probably will change tho.
+ Started work on transitioning from ship to planet
- Kinda don't know what I'm doing

Relic Guard

Dev:

Owl in the Works

Tools:

Unity

Web:

twitter.com/owlintheworks

+ Good Boy
+ XP and Leveling system
+ Actually started commenting my code for once
- Some hiccups with animating
- LET'S SING THE PROCRASTINATION SONG! PROCRASTINATION~

TTM

Dev:

Phantomcorps

Tools:

Unity, Krita, Aseprite, SFXR

Web:

phantomcorps.itch.io

+ Implemented another balance system for the cards
+ Battle system now has an escape option avaiable
+ Steady progress for the creation of more monster
- Old balance system gave us problems on a important part

Knight & Witch

Dev:

Squaredev

Tools:

Unity, Blender, Krita

Web:

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

+ Implemented projectile attacks
+ Modeled, rigged and animated Knight and Witch
+ Modeled a couple of background props
+ Implemented the basics of the UI system for managing menus such as inventory and status
+ Implemented UI notifications that can be called on various circumstances
- Still haven't implemented any of the puzzle elements that are one of the main points of the game
- Scope creep is a bitch, I need to stay focused if I want to get something done

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Branching system done
+ Improved quest system that allows a single main and multiple side quests
+ Half way done with a shop system
+ Working on "ask multiple questions" dialogue

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Working on getting picking up/throwing mechanic in
+ Changed all movement to be physics based
- Changing to physics based movements makes things a lot more complicated for me. Makes some things better, makes some things worse. We'll see if it's worth it.

Mech Chip

Dev:

Plutoneus

Tools:

GMS2, Aseprite, Labchirp

Web:

twitter.com/Plutoneus

+ New area leading up to the second boss is complete
+ 3 new enemies or hazards
- I have to make another boss now

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ implemented all missing triggers
+ started work on implementing all missing state controllers
- this is gonna take forever

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ First time progressposting in the thread
+ Made some mover Zooids directional. This helps extending different layout possibilities
+ Acknowledged difficulty of first level mobs and made their designs to be slower
- A physics bug exists where player is sent-off flying away when NaNs propagate in soft body code

Idol

Dev:

Marson

Tools:

GMS

Web:

twitter.com/marsonng

+ improved shooting animation system
+ new animations
+ enemy AI improved, good enough for now.

Paper Ayylmaos

Dev:

anon

Tools:

Xcode, Swift 4

+ 13/21 bosses textures completed
+ 90% of audio effects completed
- missing tons of textures (player spaceships, small enemies and space junk)
- still need to paint every background
- still need to record and edit 21 musics

Unconventional Warfare

Dev:

UW Devs

Tools:

Unity

Web:

twitter.com/unwargame

+ Combat UI improvements.
+ AI simplified(for now).
+ Basic audio system implemented.
+ New Artist nails my taste.
+ Said hi to bugs.
+ (Tech)Demo coming up soon.
- Many features cut from the demo.
- I'm getting fat.

Fantasy Reign

Dev:

Henez

Tools:

GM:S1

Web:

fantasyreigngame.tumblr.com

+ Proper hero select mostly done
+ Tons of boss work: Fire, Cold, Bolt, Rock, Impetus
+ Dialogue progress
+ Nightmare level accessible/has a map
- Overdue for a new video

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ recapman is not dead
+ "Worked" on re-making the grunt (again and again and again)
+ Found out you can get normalmaps from greyscale textures out of blender
+ misc concept art and story writing
+ practice
- made less progress during a week of vacation than during a week at the uni

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Started working on a IK/body system to make more fluid /flexible body motion. Earlier I only moved the arm with IK, but that looks a bit stiff. Still a lot of work left on that one.
+ Made a shader for objects so that they "bend" together with the sword slice

ProcGenLab

Dev:

Nori

Tools:

UE4, Blender, GIMP

Web:

norimousedev.tumblr.com

+ The crosshair now updates its position from the end of a held weapon, if applicable
+ Added crouching and crouchwalking
+ Adjusted the intro to weapon aiming anims to make it less jerky
+ Added camera smoothing to make movement animations less jerky and nauseating
- Got new job, goodbye forever progress :wave:
- Need to remove lateral rotation from the head in movement anims