April 2018 (Week 3)

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ reduced scope
+ some design papers
+ will have time to dev this week

Monospaced Lovers

Dev:

Scarlet String Studios

Tools:

Unity, GIMP, Inkscape, Krita, Audacity

Web:

twitter.com/scarlet_string

+ Added a bunch of sound effects
- Realized it's difficult to edit stock sound effects into loops
- Need to multitask with another project for the next month or two

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ [Mophs] Polishing + texturing Spitfire
+ Blocked ju-87
+ Modeling Hurricane
+ More work on terrain materials

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Tower interior is being worked on finally.
+ Fixed exposure settings on post-processing.
+ The guard at the platform 2 maintenance area can now be bribed, if the game is not in combat mode yet.
+ Implemented draw distance on generic collectables (coins,lives) - massive FPS boost.
+ LODs on the big portals.

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ fog, lighting, second character
- at least 7 characters more, some networking, sounds, music.

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Slight refactor
+ Moved a few enemies to new system
+ Health drops vanish after short time
+ Stun has ending animation
+ Fixed bouncing back
+ Fixed several errors
+ New areas concept

Essence Tactics

Dev:

armoafro

Tools:

Unity, Blender

Web:

armoafro.itch.io

+ new map gen foundations coming along
+ added non block tiles, some rocks, & grass
- artsy stuff is tough

Escape from Chateau Houndrock [TEMP NAME]

Dev:

Noolah

Tools:

GMS, Paint.NET

+ Full animations for both guards and prisoners have been drawn. Dogs are being drafted, but are proving to be difficult with the C64's limited pallet and color restrictions.
+ GUI is slowly taking shape
+ 'Hunt, Hostage, Heil' system drafted for guards
- Text box is proving harder to implement than I first thought.
- Work has been slow as of late

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ almost one more attack animation
+ progress on the MC basemesh
- modelling hands is hard
- missed on potential progress this weekend because I had forgotten my mouse at my appartment
- dropping out of the Demo Day race, even disregarding exams it's not going to be possible.

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Almost done with the ninja encounter, that includes new ninja animation, behavior and deadly shurikens
+ Reworked the death screen
+ Added a bunch of sound effects to the player
+ Gearing up to submit a demo to a local competition this weekend, can win some cash for dev
+ I'm feeling very positive about getting a new demo ready for this weekend.
+ I'm having fun with my game, haven't felt that in a long time

Rpg:A Short and Strange Story

Tools:

Gm:S, Aseprite

+ animated mockup
+ enemies and animations
+ new ingredients
- apparently i cant draw a ribcage
- ui still barebone
- no mc's art and gameplay

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Improved hitbox handling, super easy to make new hitboxes now
+ [Red]'s basic attacks now have hitboxes
+ Re-implemented various effects and GUI elements
- Enemy collision implemented but screwy on slopes from a specific direction
- Still putting off re-implementing the title screen super hard

Relic Guard

Dev:

Owl in the Works

Tools:

Unity

Web:

twitter.com/owlintheworks

+ Trade Show thing happened, positive reactions
+ Kickstarter launched
+ kck.st/2HPUMT0
+ Began road work on concept designs for going forward
- another trade show thing day
- that realization of how much I'll need to redo because of rushing to meet deadlines

Knight & Witch

Dev:

Squaredev

Tools:

Unity, Blender, Krita

Web:

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

+ Implemented basic enemy AI
+ player characters can now die
+ refactored some code related to interactions
- my attempt at implementing combos was a big failure
+ started working on adding charged attacks
+ remade some animations
- STILL a ton of stuff left for demo day 20
+ juiced up the witch's magic projectile

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ The way I'm storing information about what happens on each wave is working as intended.
- The way I'm trying to get additional items to spawn based on weighted percentages isn't working, and I probably need to redo it.

Dungeon Chef

Dev:

Mike Le Watt

Tools:

Unity, PyxelEdit

Web:

twitter.com/MikeLeWatt

+ finishing up a basic procedural dungeon generator before I tackle anything else
+ dungeon has basic tiling
- need to make sure all rooms are connected to the starting room

Books by Babel

Dev:

babel

Tools:

Unity, Aesprite

+ You can now save during battles
+ Some quality of life/UI cleaned up (turn order not showing up during cut-scenes etc)
+ Summoned Skeleton units now have their own sprite
- In the middle of reworking the combat code and it's a mess
- Not sure what I want to add/clean up for DD20

ProcGenLab

Dev:

Nori

Tools:

UE4, Blender, GIMP

Web:

norimousedev.tumblr.com

+ Implemented dynamic level of detail scaling for terrain based on the positions of players within the level
- Need to create smooth transitions for terrain edge vertices

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ First final boss done
+ Bunch of fancy effects for final boss 2
+ More promo art
+ Laser graphics redone, fixed desync issues (again)
+ Homing shot is generally less buggy
+ Improvements to Japanese text handling touched up translation
+ Recorded a bunch of B-roll for next week
+ I can finally talk soon

Apothecaria

Dev:

Sekitan

Tools:

Godot, Aseprite, Blender

+ Worked on 2D art skills
+ Made some preliminary designs for the shop/town outfit
- Moved and had no internet for like a month

Project Alchemist

Dev:

ArAdev

Tools:

Godot, Krita , Paint.net

Web:

aradev.itch.io/project-alchemist

+ When not in combat mode, the weapons are visible on the back or in the leg depending of what type are them, some of them have sheaths that can be seen also in combat mode
+ Now the trees can be cut down in both directions and won´t take only one hit
+ Changed the method the map is drawn, now it`s more efficient
+ Added melting to ice tiles
- Some animations are even worse than before, because I ruin them while fixing a bug
- I have to fix the position of the rag doll spawn when dying

Immorlands

Dev:

scarletdev

Tools:

Love2D

Web:

immorlandsdev.tumblr.com

+ Finished the crypt area
+ New enemy: Floating skeleton heads that rapidly shoots slow moving magic beams
+ 2 New quests
+ New upgradeable material for main hand weapons
+ Changed a few spells
+ 3 new armor sets

Tiny Combat Redux

Dev:

anon

Tools:

Unity, Blender

+ Aircraft damage and damage states
+ Guns are fully working again
+ Added F-8 Crusader
+ HUDs configurable per plane
+ Basic route following and dogfighting AI
+ Aircraft gib into aircraft bits when destroyed
+ Flyby sounds working again
- Lost a week of progress due to moving

Subterra

Dev:

Moku

Tools:

Unity, Asesprite

Web:

twitter.com/MokuDev

+ Fixed upgrade bug
+ Fixed oxygen bug
+ Changed how looking around works with a controller
+ Removed permadeath
+ Removed cheats
+ Completed last area
+ Item drops are now smaller
+ Game will notify if your save is compatible with the current version
+ Added final boss
+ You can now hurt the stalker by hitting its body
+ Increased digging speed
+ 1.0 soon

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Added Healing and Energy powerups
+ Enemies and food containers now drop powerups
+ Added ability to progress through levels without eating food. Some people want to play being small, let them
+ Added Bug breed boss and made arena for fighting it
+ Limit how many stunning part can stun parts and make shield skill protect from stuns
+ Add UI indication of how mover will move when growing it
+ Start integrating new Diablo-style UI art

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Finished NPC, but need to remake the textures for it, not happy with them
- Bit slow on progress lately, spending a lot of time thinking about how I want the tower boss scene to play out.

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Total overhaul of card system. Cards now contain a list of actions that they execute, making it much easier to make new cards, particularly ones just combining simple things like attacks and status effects
- With the current number of cards and actions this has actually resulted in more scripts than before. Should change with time though

Rogueliek

Dev:

anon

Tools:

C++/ncurses

+ Created rough prototype
+ Added HUD with debug info
+ Came up with todo plan