March 2018 (Week 5)

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Went through gameplay stuff side-by-side to make it more like the real deal
+ Finally fixed the bounce bug that was around since Dream Fight
- Fixing the gameplay is an ongoing effort, will probably still take one or two weeks

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ All of the states in the game have no been converted to the new collision system and standardized enemy state machine. Huzzah!

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ Detailed most of the grunt
+ Rigged it
+ Started animating it
+ Found how to proceed with the close range camera
+ More rendering practice, starting to have a good idea of how to do clouds.
- Bar the camera, no code progress
- Modelling progress is restricted to the grunt
- oopsie doopsie I want to change the story

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Made and animated a train.
+ Upgraded project to Unity 2018.
+ New post-processing looks a bit better, at least reflections aren't that bright and anti-aliasing doesn't look like shit anymore.
- Upgrade broke some shit, mostly shaders.
- SRP turned out to be a royal pain in the balls, so I'll stick with default renderer for now.

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Condition checking works without problems now
+ Finishing the last coding features for the game
+ Started refactoring and optimizing for toasters
+ Decided to change some themes in the game

Hadal Calm

Dev:

anon

Tools:

Java, Libgdx

+ hp and fuel pickups.
+ dialogue window
+ laser-guided rocket

Monospaced Lovers

Dev:

Scarlet String Studios

Tools:

Unity, GIMP, Inkscape, Krita, Audacity

Web:

twitter.com/scarlet_string

+ Started fixing up text message system
+ Created NPC controller, so I can now move NPCs via script for cutscenes
+ Made title screen and intro cutscene
- Still don't have an elegant solution for the tutorial so I'm just using the generic floating key prompts
- Haven't stress tested NPC movement at all, so there are probably edge cases I haven't noticed yet

Shot One

Dev:

Red Moon Workshop

Tools:

Unity, Maya, Perforce

Web:

twitter.com/ShotOne_

+ UML document for first prototype complete (Deadline set to late May)
+ Menu flow and level manager in progress
+ Aimblend system being refined in correlation to input
+ Vlad animations about halfway complete for first pass
+ Dialogue system test in progress
+ Sample lines recorded for Vlad
- Water shader needs revisions after first pass
- Concept art has been slowed due to some freelance

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

sgtadman.itch.io/bullet-hell-lane-shooter

+ Still fixing stuff, getting there.
- Couple of issues fixed probably wouldn't of been as bad if I thought them out better when I originally wrote some of this code.
- Still tempted to scrap the whole thing and start again, which I will do if the demo I'm working on is poorly received.

Kolo

Dev:

Kolo Dev

Tools:

Unity, Blender, Photoshop

+ Added unit avatar generation on runtime
+ Added action bar & made quick access bar UI flexible
+ Started working on unit movement and animations
- Was slacking this week under a pretext of gathering ideas by playing similar games

It Came From the Sky

Dev:

Skydev

Tools:

Blender, Visual Studio, Unreal, Clip Studio Paint

+ Started modeling little things in lieu of animating the player character. Things like grenades and trees and stuff.
+ Random assets are being made
- I haven't animated the character yet, procrastinating.

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Implemented NPC sync, formation mechanics, and group/party mechanics
+ Fixed skipping on NPCs in multiplayer
+ Implemented station sync, players can run around with each other on space

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ 400% more anime
+ Computer fixed, progress resumes
+ Final stage background sorta done
+ TLB being worked on
+ some UI reworking again
- Lost a lot of time to reinstalling windows and junk

[Can't think of a name yet]

Dev:

Yeldham

Tools:

Godot, Inkscape, Audacity

+ Mostly tying in sounds with the game's events (stepping noises while waking, pain noises when getting hurt, etc).

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Added in water effects
+ Re-worked some on-paper spells so they interact properly with water
- Had to cut some neat idea's I had previously to cut down on dev time and headaches.

Gun Metal Green (wt)

Dev:

Noumenus

Tools:

Unity

+ Added a mod system to guns
- Perfect mod system(balance)
- Need actual death animations
- Correct font

Project Alchemist

Dev:

ArAdev

Tools:

Godot, Krita , Paint.net

Web:

aradev.itch.io/project-alchemist

+ Added a zip-line: it has a script that generates it`s path according to its 2 bases, this way, it´s easy to make more than one, and maybe that the player can make their own. It can be used with two or one hand. If used with one hand, the other hand can be used to use weapons, such as a handgun.
+ Added a moving platform, which its reusable because it moves accordingly to a curve2d from Godot that can be changed.
+ Fixed elevator, now the player moves with it, and does not do mini jumps when going down
+ Cleaned a bit some code that was unnecessary and optimized some that could be a bit more efficient
+ Adjusted a bit the climbing
- The zip-line has placeholder graphics
- The moving platform has placeholder graphics
- Some times the player falls through the moving platform because it is a one way collision platform, and while its moving up, the player gravity makes it fall from it. Have to fix it.

Books by Babel

Dev:

babel

Tools:

Unity, Aesprite

+ Units can now actually learn abilities
+ Started working on the buff/debuff system
+ Better mouse and keyboard controls
+ Visual Indicator for the turn order of all the units
+ Stat effecting buffs and debuffs implemented
+ Buffs and Debuffs that add effects to attacks implemented
- The code for the buff system is pretty spaghetti-fied atm
- Resolve wavers

Generic Zombie Shooter - Redux

Dev:

Generic Dev

Tools:

Java, Slick2D, Aseprite

Web:

twitter.com/packetpirate

+ updated shop UI - ammo count and max ammo button, player cash now shown on HUD
+ added game's first easter egg
+ increased flashlight size and lowered music volume
+ added skip button for skipping countdown between waves
+ released v1.1.0 alpha demo

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ [Mophs] Modeled and textured 5 broom variants
+ Motion controller broom controls
+ More physics changes, bug fixes
+ Working on JU-88

Relic Guard

Dev:

Owl in the Works

Tools:

Unity

Web:

twitter.com/owlintheworks

+ Trade Show Demo level more or less pieced together
+ Sheep Statue
+ Fixed a big issue with Ellie's model and redid a bunch of her animations
- Forgot how to into animations in Unity and have to watch some tutorials
- I'm stupid

Tiny Combat Redux

Dev:

anon

Tools:

Unity, Blender

+ Spent the past couple weeks writing a design doc
+ Spent last week prototyping technology for metagame
+ Started porting Tiny Combat to 2018
+ Created multiple scene loader
+ Swanky looking main menu
- A LOT still needs to be ported, and it will be a very partial/selective port
- Still too many design details not nailed down
- I'm in way over my head and this is going to crash and burn

Magic School

Dev:

Anonymous

Tools:

Unity

+ Almost finished replacing Unity's stupid entity system
+ Once finished game will be 100% data driven
- Still looks like shit
- No actual gameplay

Mech Chip

Dev:

Plutoneus

Tools:

GMS2, Aseprite, Labchirp

Web:

twitter.com/Plutoneus

+ Status effects can be applied to all enemies
+ working on the shotgun mech, scrapped the shield mech
+ working on mock-up tilesets
- back to class

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ many models on Germany map. Finished in 75%.
- two other maps,UI, menus, sounds, music.

Slime Research

Dev:

nanimonull

Tools:

Unity3D

Web:

nanimonull.itch.io/slime-research

+ Restarted the project for a 4th time
+ Got the dynamic slime movement code perfected(tm), no more crashes(tm)
+ Made nifty visual effect where slime is colored based on the data itself, plus time-based offsets
+ Edge-detection algorithm for arbitrary graph that handles multiple closed loops
+ Added level end zone
+ Made ok-ish placeholder intro VN with game waifu
- Need level select zone to link end zone, start zones with
- Need to change spring strength based on their offset to combat slime denting, along with other reasons

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Slowed down Siphos that have only head zooid. They were too annoying to hunt down
+ Scripted first Sea area boss. It's big, scary and easy. Apparently it's way easier to script specific AI than make a general purpose one.
+ Modified spawner system to support poolable objects. Pooled most of the spawned things
+ Tweaked layout of first two levels. Made them narrower as now we know that player will never grow big in those areas. Feels very comfy.
+ Reworked how pusher Zooid works. It now has nice animations and spews out bubbles.
- Alien breed spikes sometimes spontaneously spin around for unknown reason
- Need other bosses
- First levels have dead ends, but we don't reward player for reaching them, which makes them annoying. Levels are generated procedurally, so it would be good to figure out how to detect those dead-ends.

Undead Strategy

Dev:

void_er

Tools:

Unity

+ Started the project
+ Added basic map creation
+ Added Hexagon map system with pathfinding
+ Added Tile types with tiling and movement cost
+ Added loadable units
+ Added modular abilities
- It's not fun

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Redesigned Particle System to make it less hard-coded
+ Some low-level refactors
- Spent all weekend playing Pathfinder, little progress was made

Knight & Witch

Dev:

Squaredev

Tools:

Unity, Blender, Krita

Web:

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

+ Installed Unity 2018.1
+ Wrote down a list of the next set of features I need to implement
- a lot of stuff to code, probably will need to change a bunch of pre-existing code
+ Musicbro showed interest in composing for the game
+ Laying out the plan for the first demo
- haven't devved much in practice
- my PC shitted itself so I had to waste almost 2 days just restoring the OS and the programs
+ didn't lose any data though
- don't have a lot of time lately, very afraid of missing demo day

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Restructured internal logic so that all events are instant and the visuals just catch up
+ This fixed some issues with status effects that triggered on opponents turns e.g. Riposting
+ Also included separating the stats shown on the UI and what they actually are
+ Added a new card or two
+ More temporary UI features, showing the players resource and what cards cost
- Still too lazy to start on models
- I can't decide if cards should be UI or world objects

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Got >999 in score!
+ Made a implementation of Verlet Integration, turned out it was really easy setting up. Made a very nice bridge and some cloth.
+ More IK progress, soon I'll make it work with different weapon animations. Managed to get it from the test environment into the actual game.
+ Fixed a broken minigame
+ Scrapped the old enemy class, reworking it with new animation system.
+ Got my game streamed
- Bugs during stream!
- Scrapped the old enemy class

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Changed stun state
+ Easier to hitch a ride on some enemies
+ Added structures for further work on features
- Got ill

Project Eidolon

Dev:

crabowitz

Tools:

GM:S 2

Web:

crabowitz.tumblr.com

+ Replaced free movement with grid movement
- Probably going to need to replace a bunch of other stuff too since I forgot everything

ProcGenLab

Dev:

Nori

Tools:

UE4, Blender, GIMP

Web:

norimousedev.tumblr.com

+ NPCs now drop items if they aren't relevant to what they're doing (santa hat while searching for a gun, etc.)

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

- backing away from the new ECS system Unity introduced until its more integrated with the editor
- playing vidya is fun again (which is bad for dev)
- rewriting old code isn't fun anymore