April 2018 (Week 1)

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ [Mophs] p38 handgun modeled
+ ju-88 blocked out
+ More accurate terrain modification + blended material layers in UE4

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Switched to zstd for runtime compression
+ Added versus and training mode
+ Fixed random state machine bugs, the usual
- University stuff is taking its toll again

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ First animation set for the grunt almost complete
+ Couple placeholder animations for MC/Placeholder
+ Misc modelling/Rendering practice
+ New Camera idea works perfect for melee combat
-(?) Fucking oops I was actually using the CPU to render stuff when I thought it was the GPU
- Regular controls are confusing with the other camera perspective so I need to make(and figure out) a whole exception in the controls for that case.
- Details' normals are barely any visible in game, hopefully colours will make them come out. If not I'm throwing them away fucking again
- Starting to get overwhelmed with uni stuff (exams in about a month, barely know half the stuff I need)

Infinity Spire

Dev:

SDC

Tools:

LuaJIT, Love2d, GIMP, OpenMPT

+ Created an interesting but simple collision detection + resolution
+ Started fucking around with OpenMPT, a music tracker
+ Created a file format for saving/loading maps and objects
- Not much progress over the past month

Knight & Witch

Dev:

Squaredev

Tools:

Unity, Blender, Krita

Web:

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

+ Made some actual progress on puzzle mechanics
- it's still basic stuff, nothing unique yet
+ Now a puzzle can have multiple requirements and can trigger multiple effects
+ this includes spawning enemies (and defeating them)
+ improved the camera focus system following this
+ modeled key and lock, will implement them this week
- still a few things left from last week
- still have to work on enemy AI
- still have to work on companion AI
- still have to work on combat
- still have to work on UI
- not nearly ready for demo day
+ I will ganbaru zoi!

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ New graphics for Bug breed
+ Integrated Steam overlay
+ Various polishing touches for demo version update on itch.io
+ Main Menu now has preview of the game happening in the background
- Need to design rest of Bosses and Areas
- Shooting "Flak" Zooid is too powerful - it shoots three projectiles which each deal 2 damage. We want to nerf it in interesting way, without making its damage miniscule

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ The C++ rewrite continues
+ Implementing non hard-coded particle system

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ A few more cards and status effects including changing some internal logic
- I'm starting to hit the limits of my current card creation system, I wish it was more generic

Monospaced Lovers

Dev:

Scarlet String Studios

Tools:

Unity, GIMP, Inkscape, Krita, Audacity

Web:

twitter.com/scarlet_string

+ Made a simple text scrambler for certain NPCs (you'll see)
+ New, less annoying death animation
+ Started fixing projectile system
- Realized projectile system was poorly coded and doesn't cater to too many use cases
- Also realized that bullet hell patterns are complicated, so I'll probably leave that 'til later

ProcGenLab

Dev:

Nori

Tools:

UE4, Blender, GIMP

Web:

norimousedev.tumblr.com

+ Added Upper Body and Lower Body equipment slots
+ Added "On-Equip" function to interactable items to let them do stuff when they're put on and taken off
+ Made a basic shirt and capris and added them to NPCs on game start

Relic Guard

Dev:

Owl in the Works

Tools:

Unity

Web:

twitter.com/owlintheworks

+ Tweaked how attacking and movement work together so it's not just a spam fest
+ Work started on respawning enemies to refill the maps over time
+ Mob Drops, sorta
+ Bunch of background stuff for future content
- Less than 1 week for Trade Show demo
- Need to learn how to make a GUI that isn't just basic text
- Also menus
- I'm still stupid

Immorlands

Dev:

scarletdev

Tools:

Love2D

Web:

immorlandsdev.tumblr.com

+ New area: Underground crypt thats been flooded with water
+ New quest
+ Upgradeable alchemy table
+ Minor graphical tweaks

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

- recovering datas from dead HDD
+ building possible things on backup
- around 45% done since last week

[Can't think of a name yet]

Dev:

Yeldham

Tools:

Godot, Inkscape, Audacity

+ Retouches to the audio system
+ Implemented a cutscene mode for the player, removing the control from the user so it can be controlled by the game itself
+ Starting to implement an actual HUD
+ Also starting to implement the animation system

Slime Research

Dev:

nanimonull

Tools:

Unity3D

Web:

nanimonull.itch.io/slime-research

+ added transparency to vertex color shader
+ slime no longer spazzes out if it gets dented
+ multiple slimes now supported
+ passable slime-on-slime collision
+ slime core can now jump between and control different slimes
+ level exit triggers if only blue slime is at end, with the core inside
+ got the OK to use this as senior design project
- now have to do this as senior design project
- still need to make smarter springs
- still need system to tie levels together

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Fixed a bug caused by new laneline meshes
+ Added new meshes for guns, jumpgates, space billboards, and more.
+ Fixed some miscellaneous bugs
+ Created jumpgate objects
+ Added 40 new backgrounds as part of the content pass, still more to come

Devil's Playthings

Dev:

Naughty By Nurture

Tools:

Unity, Audacity

+ Started final minigame(dodgeball)
+ Prettied up UI just a bit
- The dodgeball game currently shoots the ball into space after a certain speed. Gotta play with AddForce more.

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ NPC framework finally works. All NPCs (including enemies) share the same base scripts.
+ Animated the yellow robot that was just standing there previously.
+ Implemented a short quest (collect a few items).
+ 911 bots now explode properly.
+ Moved the death explosion/sound from base NPC to its death rig. This allows to instantly destroy the base NPC gameobject without sound/explosion ending prematurely.
+ Started on the combat cooldown system - if the player pisses off the AI in the game, they will stop killing you after a cooldown period.

Monster Tether

Dev:

Deity Link

Tools:

Game Maker Studio 1.4, Gimp

Web:

twitter.com/Monster_Tether

+ Dashing is implemented
+ Prop collision is implemented
+ Wall collision is implemented
+ Wall shadows are implemented

Books by Babel

Dev:

babel

Tools:

Unity, Aesprite

+ Lot's of refactoring
+ Reworked the data side of things so content is easier to add
- No new content or really an forward progress on new systems

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Put some heavy work into getting the character to properly interact with static objects in terms of the physics. It's not amazing still, but better than before.
+ Finished ice spell
+ Finished adding the new mechanics and upgrades I want for the next demo, started work on the next level
- Tried importing my project to new version of unity (from 5.3), but it broke many things unfortunately. Stuck with using 5.3 until game is finished.

Project Alchemist

Dev:

ArAdev

Tools:

Godot, Krita , Paint.net

Web:

aradev.itch.io/project-alchemist

+ Did some optimization in the code
+ Added a trap block that shots arrows at high speed when the player is in line of sight. These arrows can be deflected with the shield or with a sword(with a bit of difficulty)
+ Started reworking on combat aspects of the game
+ Reworked on the spider enemy ai
+ Changed a bit the physics of the player, now the control feels more tight and less clunky

AGDG Racer

Dev:

Multiple AGDG devs together

Tools:

Unity

+ Initial vehicle demo testing, refined version on the way
+ Squaredev and Ludo making great models
+ Concept art on the way
- No real levels being made atm
- Need more refined demo to move forward

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ The walking IK animation for the enemy is look quite all right
+ Made a ton of progress on the arm and attack animation. He (almost) knows how to hold a sword now.
+ Working on new FSM for the enemy
- Can't quite figure out what to do with the arms
- Decided to scrap the old IK arms, way hard to constrain the arms properly. Instead trying out a implementation using verlet integration

Pocket Gangsters

Dev:

Nasty Old Wizard

Tools:

GMS2

Web:

twitter.com/casey_macneil

+ lighting shader
+ scrapped and revamped lighting
+ projectiles
+ spot lights
+ cars
+ entering houses
+ UI
+ Npcs follow a path now
+ Npcs die when shot now

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ New enemy for utility
+ Changed flying enemy AI so this dense motherfucker doesn't keep charging into spikes in revenge
+ Throwing enemy can stun it
+ Small fixes

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ "Battle Test" debugger feature implemented
+ Can now test battles at any time, with any enemy/hero team combination
+ Working on a more detailed reporting for battle testing, so making it easier to balance the combat down the road
+ Started coding a logging manager and error handler system (damn parsing bugs)

Shot One

Dev:

Red Moon Workshop

Tools:

Unity, Maya, Perforce

Web:

twitter.com/ShotOne_

+ Animation refinement continues on Vlad
+ Voice tests for animation nearly done
+ Stage manager first pass completed
+ Menu systems nearly complete
+ Blocking scene updated for animator
- Kiera modeling continues
- Environment art on hold stalled due to a family issue