April 2018 (Week 2)

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Made thrown enemies consistent with other thrown objects
+ Freeze status works like stun
+ Player is forced into crouch by crushing objects
+ Shooting enemies at close range will bounce you off
+ Minor fixes

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ menu graphics, almost done with title screen and german map
- networking, sounds, music.

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ New control scheme in melee range (thanks again un-named Anon)
+ Small progress/tweaks on the new camera
+ Working on the MC/Some bosses' basemesh
- Probably gonna skip DD20

Love Letters to Generico

Dev:

YamsDev

Tools:

GMS2, Aseprite

+ Made enemy sprites
+ Made quite a lot of tiles
+ Some general tweaks
- ADHD is still fucking shit

LOTGD clone

Dev:

Linnu

Tools:

Python

+ First entry in Weekly Recap
+ Made 20 commits before this recap

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Started reworking my card system into being more generic
- The new system has some issues that I'm struggling with

Knight & Witch

Dev:

Squaredev

Tools:

Unity, Blender, Krita

Web:

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

--- goodbye Peritas ;_;
+ implemented key & lock in-game
+ implemented 2 types of teleport pads
+ modified the hurtbox behavior using animation events
+ Started working on combo attacks
- STILL a lot of stuff to do
- still feel depressed about my dog

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Added a loading screen
+ Fixed another dozen bugs
+ Removed all hard system aborts
+ Started inserting new characters/stages for demo
- Still problems with the loading screen

Gunsun Zeros

Dev:

GearSting

Tools:

UE4, Blender, Affinity Designer

Web:

gearsting.tumblr.com

+ Added a sprint
+ Lock on smoothing doesn't affect the mouse controls now
+ More jump and dash buffering
+ Not very good dash particle
- So much time wasted trying to get ui to work in different ways

Monospaced Lovers

Dev:

Scarlet String Studios

Tools:

Unity, GIMP, Inkscape, Krita, Audacity

Web:

twitter.com/scarlet_string

+ Made the first 5 mins of gameplay
+ Finished debug room!
- Got writer's block'd right at the start
- Power/internet outage this morning due to April snowstorm

Monster Tether

Dev:

Deity Link

Tools:

Game Maker Studio 1.4, Gimp

Web:

twitter.com/Monster_Tether

+ Added basic combo attacks. They move you slightly forward.
+ Added input buffering, allowing you to chain attacks and dashes together.
- Removed torch light flickering. It was eye-rapey at best.

Books by Babel

Dev:

babel

Tools:

Unity, Aesprite

+ Tiles now have a chance of catching on fire when hit with a fire type skill
+ Fire on tiles can spread to adjacent tiles now
+ Units stay on the map when dead so other units can do stuff to them
+ Raise Dead skill added
+ Add rewards for completing missions
- Still haven't fixed a weird animation glitch

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Made two big portals to make the train appear out of somewhere rather than an empty map.
+ Blocked out the tower; camera isn't behaving like an ass inside the tower anymore.

Project Alchemist

Dev:

ArAdev

Tools:

Godot, Krita , Paint.net

Web:

aradev.itch.io/project-alchemist

+ Optimization in code
+ Fixed a lot of game breaking bugs
+ Got Impalement working again, now with less bugs
+ Worked on spider enemy ai
+ Added messages when the player pick up items
+ Added a laser to the handgun, it comes in various colors, useful to aim to targets
+ Now the weapons are hidden when the combat mode isn`t active, next thing I will add is that the weapons are visible on the players back or in the hip in the case of the handgun while not in combat mode
+ Made physics faster
+ Made the red cursor visible while on not combat mode, this allows the player to use alchemy without the need to activate the combat mode
+ Probably could make it in next demo day
- No progress posts in the week on AGDG

ProcGenLab

Dev:

Nori

Tools:

UE4, Blender, GIMP

Web:

norimousedev.tumblr.com

+ Got rigged clothing properly equipping and unequipping
+ Moved savegame handling from player to gamestate (I didn't know about gamestates back when I implemented savegames)

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ Made some progress on modifying the AI behaviors that control blocking to allow for more complicated behavior such as enemies resuming attacks where they left off if they have to block in the middle.
- Lots of OT at work this week means progress will probably continue to be slow

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Nerf Flak projectiles by reducing their lifetime and adding random direction over time
+ New sprites for Bone/Body breed. All breeds now have final sprites
+ Distribute AI better - don't spawn enemy if there's one in the area already
+ Always spawn small Enemy dude at the start of the game to give player something to do
+ Allow skipping tutorial
+ Small enginedev-ish fixes - fix permanently deforming player if their structure changes while being deformed, fix spike flips on health change, fix outlines for sprites with custom offset
- Need content for further levels
- General feedback says that goals are not explained at the start of the game
- People expect dead Zooids to give something. We are considering making them have a chance to drop healing or even other kind of powerups

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ datas recovered from cloud (worst internet ever)
+ worked a bit on the "relay" prototype
- dev time might be small for some weeks

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ The C++ rewrite continues
+ Still implementing non-hard-coded particle system
+ Used the excuse to do some refactoring

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Decided to make the ninja guy/event into a battle
+ Made a lot of progress on the new generic enemy, decided on making the arm connection to the sword be handled by verlet integration. It looks pretty good relaxed but I really can't figure out how to make it target stuff.
+ Added glowing backgrounds. Gonna tweak it a bit to make it blend better with the original environment.
- Putting the new generic enemy on hold. I have to have a new demo ready in 12 days and it was a bigger undertaking than I expected.
- Have to have a new demo ready in 12 days

Deadrinds

Dev:

LoneBuckshot

Tools:

Unity

Web:

lonebuckshot.com

+ Added a input number feature for puzzles and stuff like that
+ Refactoring takes ages, but it's great to finally have cleaner code

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Got the boat mechanics/effects all in
+ Got a draw out (mostly) design for the first Tower.
- Depth of field blurs out the skybox, which I really didn't want, so I'm dropping it all together.
- Full world won't be finished by demoday, just the one tower.

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Got most of [Red]'s basic moves in (minus hitboxes), just doing some refinement and testing to make sure everything feels nice and snappy before the actual combat part
- Was ill for a while, should be actually fine this time though so I can post things again

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ [Mophs] Texture/Polish/Rig P38
+ Carving rivers/lakes into inaccurate terrain data
+ Blocking ju-87

Crystal Chrysalis

Dev:

Kada

Tools:

UE4, Blender, World Machine, Krita

Web:

kadadev.tumblr.com

+ Using polygon mask + samples from real world to make fantasy world map, no more hand modified meshes