March 2018 (Week 3)

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ Have more or less an idea of what the first level's going to be, started modelling some parts of it
+ Slight work on the grunt, it now has crappy hands
+ Changing the way bullets are pooled
+ Have a concept for the next enemy, started modelling it
- (?) spent a bunch of time practicing
- still no concept for the MC-Mecha
- not focused enough

Knight & Witch

Dev:

Squaredev

Tools:

Unity, Blender, Krita

Web:

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

+ Modeled big mouth monster
- Haven't worked on enemy AI yet so the monsters just wander and chase the player for a bit (they can be killed though)
+ Modeled some more props
+ Painted a bunch of textures for grounds and other environments
+ Implemented pressure pad, flippable lever
+ Implemented door opening and closing on condition
+ Implemented treasure chest
+ Started implementing companion AI states

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ Better collision interaction with repelling force
+ Hand grab onto moving plane, working on climbing mechanic
+ Drop broom and summon again
+ Contracting some art out

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Shameless shinespark clone
+ Experimental sticking to walls
+ Fixed and cleaned up animation loading
+ Fixed rare harpoon problem
+ Impact state parries projectiles

Cryptoland

Dev:

qtʕ•ᴥ•ʔ

Tools:

Unity3D, Blender, Krita4.0, GIMP

Web:

discord.me/agdg

+ updated the character controller
+ updated animations
+ implemented wallstreet assets
+ started working on wallstreet level composition

Bokube

Dev:

Fredrick Conception

Tools:

Unity3D, Maya, GIMP

Web:

discord.me/agdg

+ Worked on UI for demo
+ Added spooky runs
+ Polished animations for my demo
+ Discovered bugs to do with puzzle cages

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Possibly fixed physics glitching out together with some other soft body issues which caused difficulties growing nicely
+ Updated Alien breed graphics and started using new connection graphics for Zooids
+ Breeds are now locked behind progression system where for now you have to kill each breed's boss several times to unlock the breed
+ Fixed some issues caused by introducing directional movers
- Bosses are shit and we need to amp their game
- Meta progression is not ideal and the way we designed level progression and overall difficulty might be discouraging from having fun while experimenting

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ The C++ rewrite continues (All engine code now complete)
+ Fixed a crash during level restart (forgot to clear references to deleted Bullet3D objects)
+ First person head bobbing, inertia, and landing shake
+ Weapon switching, animation, pickups, ammo, sounds
+ Blender model exporter now supports flat-shading

ProtoCorgi

Dev:

Hearto

Tools:

Godot, GDScript, Aseprite

Web:

kemonogames.com

+ Almost finished porting to Godot 3.x
+ Added a Training Room
+ Freeze Godot 2.1 demo, if somebody wan't to test it send me a dm at kemonogames twitter or facebook
+ Working on some surprises
- (?) Still fixing a bug with sound noise in 3.x
- (?) Reflection shader is broken

Project Synkka

Dev:

wanderdev

Tools:

Unity, Blender, VCV Rack, Sunvox

Web:

twitter.com/wander_dev

+ UI is completely reworked and looks much better and more readable than before
- Still didn't fucking finish scene transitions goddammit
--- Didn't do as much as I wanted and could

Monster Tether

Dev:

Deity Link

Tools:

Game Maker Studio 1.4, Gimp

Web:

twitter.com/Monster_Tether

+ got movement animations for the player monster sorted out
+ figured out shaders so the light/cursor feels much more like a light source now
+ added some experimental shadows
- gave up on making the shadows pixel perfect because they look like ass then

Kart Racing

Dev:

Jofer

Tools:

Unity

Web:

discord.me/agdg

+ Refactoring Invent
+ Refactoring Interactions
+ Water physics
- Refactoring is boring

Relic Guard

Dev:

Owl in the Works

Tools:

Unity

Web:

twitter.com/owlintheworks

+ Basic Rigging for some Mobs
+ XP Candy joins the first two food collectibles
+ Mob AI started, sorta
- It's already been a week
- Still need to texture a bunch of stuff I never got around too

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Ported game over to GMS2
+ Feeling a bit better, no longer recovering from surgery.

Monospaced Lovers

Dev:

Scarlet String Studios

Tools:

Unity, GIMP, Inkscape, Krita, Audacity

Web:

twitter.com/scarlet_string

+ Debugged VN-style dialogue system
+ Added functionality to text message system
- Text message system is still half broken
- Need to make sure my save files can track all of this text

Unnamed Platformer/RPG Hybrid

Dev:

anon

Tools:

GMS2

+ Got 9-sliced animated windows working
+ Basic cutscene/dialogue system working
- Haven't figured out how to have more than one window open at once without using multiple objects yet
- Same thing with loading text from external files
- Really starting to slow down on how much work I'm getting done

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Hacking Minigame: GFX
+ Hacking Minigame: some coding
+ Usable Phone proto
+ Recap guy not ded
- Could have progress better, but reasons

NobudgetTonkGame

Dev:

REMAnon

Tools:

Unity

+ Made turret movement playerside instead of severside and added a global delay on the server that roughly corresponds with your ping to make it "feel" more accurate and snappy
+ Added juice to firing and explosions, light effects on muzzleflash and projectiles
+ Projectiles now explode prettily on contact with shit, making the game look like a poor man's Girls Und Panzer Tron edition
+ 3D skyboxes that function essentially the same way hl2 skyboxes do but without the parallax movement
+ Performance improved across the board
+ Spaced armor and anything not marked as armored on the tanks can now be shot off, thus saving the vehicle from a single fully penetrating hit just like real spaced armor (vs HEAT usually but w/e it reduces the amount of penetration the projectiles have)
+ Updated to Unity 2017, improving performance
+ Replaced photon with fully custom system using player-run servers with a global server set up to match-make to all players and servers
- not sure about the environment coloring with the black and red
- nothing left to learn from the project so its being shelved again

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Had some minor bugs in the load/save system that I fixed
+ More IK implimentation, but it is a very slow progress desu.
+ Demo got streamed
- Bugs during stream

Shot One

Dev:

Red Moon Workshop

Tools:

Unity, Maya, Perforce

Web:

twitter.com/ShotOne_

+ Water shaders in progress for proto stage
+ Initial in game animation refinement in progress for Vlad
+ Final base systems are being completed prior to moving to proto (Collision and non linear curve special disc shots)
+ Refinement on some concepts for Dr. Gel, Kiera, and Pixel
+ Terra arena being further refined for first playable
- Last week was a little slow due to multiple events and a team meet

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Limited double jump in closed spaces; maintenance area is now less annoying.
+ Made a bomb. Will use it in cases where you need to blow up something.
+ Made first backup in months. Holy shit.
+ Implemented explosion zones. You can now use the bomb.
+ Still replacing level placeholders.

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Shop system is done
+ Finishing the artefact (equipment) system
+ Implementing the artefact bonuses for combat
+ Half of the story arcs done

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Replaying Deus Ex for lore inspiration
+ GDC is happening and Unity put out their ECS beta
- how many more GDCs will go by before the game is ready to participate?

[Can't think of a name yet]

Dev:

Yeldham

Tools:

Godot, Inkscape, Audacity

+ Completely finished the painting system (drawing, detecting when there's not enough ink, alerting when painting above unpaintable entities).

TTM

Dev:

Phantomcorps

Tools:

Unity, Krita, Aseprite, SFXR

Web:

phantomcorps.itch.io

+ Battle between players system started
+ Mutation cards started
+ Map art finished
+ Cards Information ongoing

Generic Zombie Shooter - Redux

Dev:

Generic Dev

Tools:

Java, Slick2D, Aseprite

Web:

twitter.com/packetpirate

+ Bug Fixes and updated unofficial soundtrack
+ Powerup balancing and spawning
+ Better enemy pathing (enemies can't stand on top of you)
+ Fixed grenade collisions.
+ Randomized cash rewards
+ Added spotlight

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Implemented all UI sounds and all actions that do UI sounds
+ Created additional tech to allow sound variation on equipment
+ Fixed issue where asteroid generation grid would randomly stop working
+ Recreated original storm generation code, which are now 3D objects, added new storm effects
+ Added visible storming when a storm hits a system, ambient lightning bolts in systems and in the atmosphere of planets