April 2018 (Week 4)

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ lighting,5 characters, servers
- 2 characters to go, sounds, music, normal mapping.

Comfy cooking game

Dev:

Moku

Tools:

Unity, Blender, MagicaVoxel

Web:

twitter.com/MokuDev

+ Cooking mechanics are mostly done
+ Making rooms and stuff
+ Actual main mechanic soon
- I dont want to deal with textures and uv mapping

Knight & Witch

Dev:

Squaredev

Tools:

Unity, Blender, Krita

Web:

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

+ Fixed some bugs related to health, damage-taking and knockback
+ Set up a quick title screen and coded the functionality which will be used for pretty much all other UI menus (such as inventory and dialogue system)
+ Modeled some enemies
- Modeled some enemies instead of implementing AI for the partner character
- With only 3 days left, I still don't have win or lose conditions or a level to explore
+ I'll do my bestest!

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ The C++ rewrite continues
+ Got started on porting projectiles & decals
+ Determined to have demo ready for DDXX
- Will need to bring Windows platform layer up to date

Apothecaria

Dev:

Sekitan

Tools:

Godot, Aseprite, Blender

+ Worked on the 3D alchemy part of the game
+ VERY close to getting the base functionality I want before I'll allow myself to start 2D gameplay development
- Working in Godot is always an 'adventure'

Crystal Tower Defense

Dev:

blu3

Tools:

Unity, Blender, Paint.NET

+ Added crystal types (energy, fire, basic)
+ Made a ton of new particle effects
+ Added slime enemy type
+ Added some random ass SFX and music i found on the internet
- Wish i had some soundguy so i didnt have to use free SFX (they all suck)
- Not enough gameplay for demo day, m-maybe next time

Love Letters to Generico

Dev:

YamsDev

Tools:

GMS2, Aseprite

+ More sprites and tilesets
+ Menu/UI work
+ Some code stuff
- 4chan kinda sucks

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Finished overhaul, started putting new functionality to work
+ Some new cards
- Bugs

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ fixed phone menu cursor
+ phone animation for hack
+ several debug tweaks to phone menu
- this stuff is boring

Rpg:A Short and Strange Story

Tools:

Gm:S, Aseprite

+ slowly converting mockup to a real game
+ pixel perfect scaling and fullscreen
+ loading and writing user settings(resolution+usable keys) from/to file
+ command menu works and loops back
- boring progress
- no mc art

Books by Babel

Dev:

babel

Tools:

Unity, Aesprite

+ Reworked the combat system
+ Added a preview panel to see the effects of skills before used
+ Fixed AI units moving onto tiles already occupied by other AI units
+ Cleaned up some of the controls
+ Units are now restricted to one move and one action per turn
- I broke the map editor so it probably wont be in the demo day build

Infinity Spire

Dev:

SDC

Tools:

LuaJIT, Love2d, GIMP, OpenMPT

+ Colliding bodies now report collisions to each other
+ Bodies can now have "material" and "element" properties that alter their states via interactions with other bodies
+ Foundational code for such state altering

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Updated more enemies
+ Fixed some enemies events
+ Drafts for area design and assets
+ Started prototype map for one of the areas
+ Editor and culling works better with screen zooms

MoGiSho (Moth Girl Shooter)

Dev:

WRIT

Tools:

GM:S 1.4

Web:

thirdkeyofsun.tumblr.com
twitter.com/thirdkeyofsun

+ Began adding animations to background elements in stage
+ Finally at a point where I can feel alright with proceeding with stage layout again
+ Got great feedback on the rebuild from a limited demo release
- Feedback reports the rebuild is very hard for what is supposed to be Normal mode
- Backgrounds will kill me one day

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

Unity, Visual Studio, Blender, Substance Painter, Photoshop CC

Web:

hypertensiongamedev.tumblr.com

+ I'm back
+ Added detail on armor's back
- This is my only progress right now so I have to pick up the slack

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Fixed up characters for friday's demo
- Had to take out fortune teller and Cirno
+ Fixed a bug that cost an enormous amount of memory
- Still another bug that costs an enormous amount of memory, can't get it fixed 'till friday
+ Currently writing/implementing the story

Project Alchemist

Dev:

ArAdev

Tools:

Godot, Krita , Paint.net

Web:

aradev.itch.io/project-alchemist

+ It has been 6 months since the development of the game began
+ Rewrite some code and now it`s much more efficient
+ Fixed some game breaking bugs
+ Worked on the map of the new alpha 0.2 for the demo day 20
+ Fixed some minor bugs
+ Reworked on spider enemy ai
- Didn't have time to rework on the other enemy I had in the game, so in the new alpha only the spider will be there as an enemy

Tiny Combat Redux

Dev:

anon

Tools:

Unity, Blender

+ Arena button in main menu works
+ AI can spawn in groups
+ AI has route, follow, and attack missions
+ HUDs are now built out of small generic tools
+ Crusader has unique HUD
+ Experimented with blender-osm created maps
+ Added MiG-21
+ Fleshed out Arena map with multiple groups
+ Debug tools for routes/waypoints
- My AI is on fire and not expandable at all

Relic Guard

Dev:

Owl in the Works

Tools:

Unity

Web:

twitter.com/owlintheworks

+ Trade Show has basically ended
+ Will be tweaking trade show build for a demo eventually here
+ Now that the pressure to get a Trade Show build ready is past I can now focus on actually making the game
- Various software licenses will expire soon
- Have to learn my way around Blender in the meantime

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Prepping for demo day, fixing annoyances and whatnot.
- Busy week, so progress is slow.

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Done with the ninja fight, really tough guy but that's more fun I think
+ Created a forest section and some music
+ Looking into resizing the game screen
+ Started reworking the swords trail, currently doing lerping and laying out individual rectangles, going to look into drawing it with a trianglestrip instead.
+ Finished up a new demo, submitted it a to a type of competition, might win some cash for dev
+ Applied to show the game at a local expo in two weeks
- Anxious about that

TTM

Dev:

Phantomcorps

Tools:

Unity, Krita, Aseprite, SFXR

Web:

phantomcorps.itch.io

+ Made all monster in the first characters necessary for the game to work
+ Alterations in the mutation and card systems
+ Fixed the battle and evolution system
+ Started to implement the new mutation system
+ Will post on demoday
- Final boss not done yet
- the layout of the game is not yet giving the feeling of the game

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ Messing around with flowmaps for water shaders
+ New combat animations look nice in game
- Flowmap implementation is dodgy, no way to generate the map easily so far
- worked on a feature that's extra polish that might not even get in the game instead of something meaning
- Need to fix a bunch of stuff in the animations to make them better for gameplay
- please bomb my uni so I don't have to suffer exams

Helmet Head 64

Dev:

quasiberry

Tools:

UE4/Maya

Web:

quasiberry.tumblr.com
twitter.com/quasi_berry

+ more environment texturing
+ created event objects for spawning enemies/collectibles etc when certain conditions are met
+ made some "flytrap" objects for feeding bugs to
- player animations are still hideous which limits how much I can show off

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Started working on Bone area boss. It grows procedurally and BIG
+ Optimized some code that was related to BIG Siphos and removed some random allocations
+ Added forceful whirlpools which suck player up at the end of the level. We had to force player down somehow, this adds a little bit of lore of player destroying whole ecosystem so it physically collapses
+ Made all Structure Zooids lighter which will encourage players to grow larger and give more opportunities to optimally experiment
+ Tweaked AI pathfinding and wandering so they are not so immersion breaking
+ Added new UI, pic related. Tweaks will have to be made
- We are still seeing that some parts are less favored than others. Structures without skills are not interesting enough to be used and differences between Mover directions are too subtle.

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ SQL -> TextTransform.exe -> C# code works well
+ The company that made the modding asset is adding dynamic C# compilation support, so maybe you'll be able to write programs for the game inside the game itself
+ Updates to Unity 2018.1
+ User generated content seems like its going to work easily, even for total conversions
- No content

Devil's Playthings

Dev:

Naughty By Nurture

Tools:

Unity, Audacity

+ Win state put in
+ Game has transition scenes for minigame introductions
+ Background music added in
+ Sound effects added in
+ Controllers tested
+ Put some janky(but cute) textures on things
- UI for transition scenes keeps anchoring back to old points after every save.