May 2018 (Week 1)

Skeletal Dance Party

Dev:

J3X

Tools:

Unity, MagicaVoxel

Web:

skeletaldance.party

+ Released DEMODAY demo
+ Integrated Unity Analytics
+ Started investigating tools for level generation
- Due to crunch project architecture is no longer neat and tidy.

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ twitter account, sounds, music, normal mapping, all basic characters, submission to DD20, a lot of networking
- showing text on the screen, advanced camera, more shaders, 2 maps

789

Dev:

Quakeulf

Tools:

Unity, Blender, GIMP, C#, Illustrator

Web:

colonthreeenterprises.tumblr.com

+ New camera system (WIP)
+ New targeting system (WIP)
+ Updated toon shaders
- Fuck Mecanim

Monster Tether

Dev:

Deity Link

Tools:

Game Maker Studio 1.4, Gimp

Web:

twitter.com/Monster_Tether

+ fixed a retarded implementation of collisions.
+ implemented hitboxes and knockback for both the player and the enemies
+ added our first enemy: the Construct. Capable of wandering around, chasing its target, dodging, jumping over obstacles, and firing lasers.
+ polished the debug tools so they provide more useful info.
+ released the very first build for Demo Days 20!
+ made a new room for the demo, featuring a gauntlet where you have to fight an ever increasing number of Constructs.
Next I'll focus on NPCs and the environment for a while. I'll also start painting over that ugly background.

Metal Rain

Dev:

DeepBlueMax

Tools:

Unity, GIMP

Web:

deepbluemax.itch.io/metal-rain

+ Game publised on DD20
+ Now there's a proper game with proper challenge
+ Organizing stuff made it easier to set some enemy missile parameters
- Need to fix the spaghetti cause by holding multiple gametypes on the same script. Started but didn't finish it

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Particle system ported over (just need to add some sorting)
+ Changed to SDBM for hashing
+ Fixed a texture-mismatch bug in GUI renderer
+ Shooting and Projectiles partially ported
+ Positional Stereo sound is now better than the Java build, it updates pan every frame rather than LibGDX's fire-and-forget system
+ Sounds have distance falloff and LOS-based dampening once again
+ Weapons should now have the same RoF across different framerates (in theory)
- Lost my shot at DDXX trying to get DirectSound to cooperate
+ Turns out DirectSound was behaving just fine, I was the moron.
+ Windows build is up to date!

Relic Guard

Dev:

Owl in the Works

Tools:

Unity

Web:

twitter.com/owlintheworks

+ Rebuilding the controls and camera so they aren't just working but also function the way I desire them to
+ More planning work to maintain relevance of content all game, but still having that RPG leveling progress in some form
- Time to dev is scarce if any this week
- Procrastinating making basic menus
- Need to into audio

Deuce Adventure [not final]

Dev:

lilBruce

Tools:

Godot, GIMP

+ Actor movement and animation functions are done
+ Grid system sign-in/sign-out is done
+ Event system is done
- The game dev'ing has just started so there's not much to say but more will come
- Need to learn how to color palette
- Because of that all characters are still naked bald men and the test-tileset is just a Pokemon Fire Red ripoff

Earthen Sky

Dev:

FloorBelow

Tools:

Unity, Blender

Web:

floorbelow.itch.io/earthen-sky

+ Made a demo!
+ Basic movement mechanics done-ish
+ Added a (bad) tutorial
- Only half finished level for DD
- Animations are hard

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Demo Day Demo released (Go check it out and give me some feedback).
+ Shooting now switched to a hold instead of a press.
+ General tweaks to game speed and balance.
+ Sound effects added.
- Need to do some art stuff in regards to pick up.
- Weapon pickups and additional arguments to the wave array to determine which ones drop to be added.
- Additional effects for objects getting hit and destroying.
- Checkpoint system needs to be implemented.

Knight & Witch

Dev:

Squaredev

Tools:

Unity, Blender, Krita

Web:

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

+ First demo released
- had to cut a lot of fundamental features because I didn't have time to implement them
+ general feedback has been very positive
- a fuckton of bugs reported, some I knew of, others I didn't
+ managed to fix most of them quickly
- when I fixed one bug I created more bugs
- the next few weeks are going to be focused on code still, so no new content for a while

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ phone safe triggering proto
+ hack checking system (Scan)
+ new transition GFX
+ new furniture state (Online)
+ new furniture state (Hack)
+ Thanks Recap guy for helping my assiduity

Crystal Tower Defense

Dev:

blu3

Tools:

Unity, Blender, Paint.NET

+ Decided to release very rough demo for DemoDay
+ Changed all circles to rectangles
+ Reworked BuildingSystem to allow interconnection of rectangles
- Have to redo a lot of particle effects

Unknown Odyssey

Dev:

Wolfcrux

Tools:

Godot, Blender, Gimp, Aseprite

+ Juiced up ui(new fonts,menu animations, button animations)
+ Refactored interaction system
+ Interactions can now happen between player
and any number of entities
- Additions for demo day were hastily implemented(cutscenes, quests) and need to be reworked
- Need to expand interactions and make more animations

Atavism

Dev:

StevenZ_Dev

Tools:

Unity, C# Visual Studio, Paint.Net, OneNote

Web:

twitter.com/StevenZ_Dev

+ Polished up demo a bit to make it presentable
+ Put demo on DD20, started doing recaps
- Spent 4 hours on Quaternions for camera-movement effects that don't matter
- Finals week :(

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Added in some new ways a card can trigger effect, on draw/discard etc.
+ Added some new cards
+ Started looking at replacing the card UI
- Making the cards canvas objects is going to be an enormous headache and I need to make a lot of design decisions

Alphaman

Dev:

@trueyomic / When It Hits the Fan dev

Tools:

Godot

Web:

twitter.com/trueyomic

+ Changed resolution to 360x270 because 480×360 had too much empty space
+ Remade the levels for this res
+ Usherbot boss complete
+ Made level select screen
+ Player can now take boss abilities after they're beaten

Rune Guns

Dev:

CowThing

Tools:

Godot, Blender

+ Basic AI enemies that can be damaged
+ Ability to hold multiple weapons and swap between them
+ Weapons use ammo from the held ammo inventory
+ Weapons can be dropped and picked up

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Resized the screen so that more of the map is shown.
+ Demo done for DD 20
+ Got some character art drawn
- Very slow week, but that felt pretty good since I've hardly taken a day of since mid March.

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Demo day build
+ Polished the story a bit, added a couple of characters for fun
+ Implemented the reactor explosion (barebone so far) and aftermath

Books by Babel

Dev:

babel

Tools:

Unity, Aesprite

+ Posted a Demo!
+ Added a heal/damage over time component for buffs and debuffs
+ Added a buff component that can modify skills so you can have flaming weapons
+ Added a component that allows skills to use other skills so you can have skill that attacks twice
+ Added a new indicator to show whose turn it is
- Some parts of the game state aren't saved/loaded properly right now
- Really need to get around to working on more interesting AI

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Additional option for camera focus
+ Updated turrets
+ New options for preserving momentum, used for line sliding
+ Slight screen shake on jump
+ Can combine shot charge and line holding in interesting ways
+ Faster dash recovery
+ Useful stuff for editor
+ Continuing area design, playable sections, shortcuts and placeholder parallax
+ Trying new rendering option

Tiny Combat Redux

Dev:

anon

Tools:

Unity, Blender

+ Added mouse controls
+ Targeting system used for situational awareness system
+ Generic HUD for use on all planes
+ Complete rewrite of AI to use Mission/Behavior/Action system
+ Patrol and None mission fleshed out
+ Added F-105 and selectable aircraft from main menu
+ AI terrain avoidance
+ Released demo

Project Alchemist

Dev:

ArAdev

Tools:

Godot, Krita , Paint.net

Web:

aradev.itch.io/project-alchemist

+ Submitted alpha 0.2 for demo day 20
+ Made faster the player´s movement
+ Optimized the blood system code
+ Started working on a mechanic of throwing weapons
+ Improved movement in slopes
- This changes were not included in the alpha 0.2

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Finished up story mode
+ Released Touhou demo and the regular demo
- Not everyone realized the Touhou demo was Dolmexica
+ Implemented a memory pool as an alternative to my memory hash thing
+ Dolmexica is actually starting to get used by people
- "Hey, why is this crashing?"
- Swamped with university work, so I have the response time of a North Korean Minecraft server

Apothecaria

Dev:

Sekitan

Tools:

Godot, Aseprite, Blender

+ Finished basic functionality of the 3D element
+ Name change (opinions?)
- Time to begin focusing on 2D again, which I'm looking forward to
- 3D still needs more work before it's "demo ready"

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Added options menu with audio and UI scaling options
+ Made Bone boss spawn its minions and mess player up real bad
+ Polish for fantasy conference we've been at and DD20 submission
- We need to figure out how to encourage different builds