May 2018 (Week 2)

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ New TagLock (Open)
+ New Hack State (Warning)
+ New Furniture State (SoftLock)
+ New Furniture State (HardLock)
+ More options to Open or Exit a Grid
+ Some exterior Art
+ some bugfixes

Tiny Combat Redux

Dev:

anon

Tools:

Unity, Blender

+ Added support for bombs and rockets
+ Added pod launcher
+ Modeled Fab-250 bomb, S-5 rocket, and UB-16-57 rocket launcher
+ Support for multiple launch points on pod launcher
+ Played with visibility systems for aid in distant spotting
+ Added splash damage and impact damage to bombs and rockets
+ Ground vehicles added back in
+ Tank fire effect added when tanks at critical damage
- Vehicles don't have turrets/weapons yet
- Vehicle AI is in a bad place and very different from aircraft AI

Atavism

Dev:

StevenZ_Dev

Tools:

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

Web:

twitter.com/StevenZ_Dev

+ Doing a bunch of spring cleaning bugfixing between feedback from demo day and stuff that's piled up
- This means I've had nothing to show
- Worked relatively little this week due to wrapping up finals and moving into a new apartment

Books by Babel

Dev:

babel

Tools:

Unity, Aesprite

+ Add some animations finally
+ Implemented a hotbar to make combat less menu driven and more fluid
+ Start planned out some more content
- Feeling a little burned out after the push to demo day, going to take it easy on the programming this week

Project Alchemist

Dev:

ArAdev

Tools:

Godot, Krita , Paint.net

Web:

aradev.itch.io/project-alchemist

+ Started working on multiplayer.
+ Added split screen.
+ Now you can throw weapons.
+ Incremented player`s velocity and now jumps are less floaty.
- Second player is only a recolor from player 1.
- Both players control the same, now I need to make a separation in the inputs.

Project K2

Dev:

anon

Tools:

Unity, Maya, PS, Substance

+ Fixed a game-breaking bug where you can get killed during a dialog
+ Overhauled the dialog mode; the player can't shoot during dialog mode anymore, and enemies now return to their original place instead of standing by the player.
+ Started hooking up the in game menu. The sound settings sort of work.
- Finals this week, so progress pretty slow.

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ a lot of networking - finally a multiplayer, new icons, exclamation billboards, scoring
- sound effects, 2 maps, premium characters

Project Abel

Dev:

abeldev

Tools:

gms2

Web:

abeldev.itch.io/project-abel-alpha-demo

+ have a list of feedback form demo day to work on
+ fixed many small complaints people had
+ added more visual and audio indicators for taking damage
+ more story and scenario planning
- need more feedback desu

Mech Chip

Dev:

Plutoneus

Tools:

GMS2, Aseprite, Labchirp

Web:

twitter.com/Plutoneus

+ main menu
+ in-game pause menu
+ saving and loading to ini files rather than the terrible gamemaker game_save() that broke my demo for some
- menus take longer than I ever want them to

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ misc environement stuff
+ implementing animations and making sure they transition correctly
+ found a way to properly impart velocity from root motion
+ started using trello
- trello makes me properly realise how much stuff I have to do
- actually going through exams
+ engaging maximum speed next week

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Checkpoints added, so dying actually does something now.
+ Additional array made that stores per wave specific information that toggles weapons and modifiers on.
- Need to make a weapon pickup object
- Various art and effects stuff
- Controller support

Crystal Tower Defense

Dev:

blu3

Tools:

Unity, Blender, Paint.NET

+ Added a green crystal type(allows placing traps on enemy path)
+ Reworked buildingsystem
+ Added damage/armortypes
- Todo list getting longer and longer

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Completed new rendering mode, turned out pretty cool
+ Added aurora borealis shader
+ Added procedural suspension particles to water
+ Optimized postprocessing to be several times faster
+ Camera offset switches between on and off-ground mode for maximum visibility
+ Looking around is smoother
+ A few lighting updates
+ Made a few physics fixes
- But I broke everything fucking else in the process

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Finally upgraded to Unity 2017.4.2
+ Performance fixes and new C# backend for even less GC allocs
+ Claw weapons now kill projectiles for extra MLGness. Considering Leech too.
+ Consolidated feedback from conference and DD. Surprisingly people like the lack of soundtrack in the game
- Second boss is too big and boring. Will need to re-design it with some design constraints
- Bad enemy behavior still breaks immersion. Realized that they are not trying to get closer to the player, leaving long gameplay pauses

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ The C++ rewrite continues (Nearly Done)
+ Particles (and other future sorted entities) are now sorted into draw order with Heapsort
+ Moved vorbis streaming onto dedicated audio thread instead of main loop
+ Fixed up ALSA audio on Linux using lessons learned from DirectSound (DirectSound is so far the only thing I like better about Windows)
+ Muzzle Flashes ported
+ Reloading ported

Cat Labyrinth

Dev:

Azebu

Tools:

Unity, GIMP, Blender

Web:

twitter.com/AzeSoft

+ rewrote bunch of code
+ added anger management
+ added death animation
- needs a better name

KnottenBarb

Dev:

Daxalog

Tools:

Blender, Unity, Paint Tool Sai

Web:

daxalog.tumblr.com

+ Made a bunch of animations for special moves.
+ Added some of them (RootKick)
- I am now realizing that I have to find a way to have mecanim prioritize certain animations better
- I have to figure out how to do input buffering for abilities that require you to be grounded to do them again.
- Code is turning into Spaghetti and Goofballs.

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Did Bitsummit!
+ Very positive reception
+ SWERY65 and Iga both quite liked it
+ IGN Japan and Famitsu asked for interviews and builds after I got back home
+ Panels went well
+ Japan's rad as heck
- very tired
- have to fly back in the morning

XVI

Dev:

Cob

Tools:

C#/Unity Blender

- Trying to rework the card object system is killing me

Gunsun Zeros

Dev:

GearSting

Tools:

UE4, Blender, Affinity Designer

Web:

gearsting.tumblr.com

+ Reworked the item select to not use widget components on the items
+ You can now cancel the dash with a jump
+ Blue robot turns head to look at you while locked on
- moving house so slow progress

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Made damage and health code for multiplayer serverside, allowing for players to properly fight each other and other NPCs
- Still needs code for processing non-combat damage
+ Separated out heavy equipment and added variations on abilities, such as field projectors and wormhole makers
+ Fixed a few issues where draw distances and fog were set to wrong values

Skeletal Dance Party

Dev:

J3X

Tools:

Unity, MagicaVoxel

Web:

skeletaldance.party

+ Added level generator
+ Added Skeletonizer
+ Can drag bodies
+ Can pickup health
+ Added gif recorder studio for maximum shilling.

Shot One

Dev:

Red Moon Workshop

Tools:

Unity, Maya, Perforce

Web:

twitter.com/ShotOne_

+ Passed 1500 followers recently
+ Swapped from Enlighten to SEGI
+ Fixed a mountain of lighting issues
+ Volt's animations are nearly done
+ Player controller now has 80% functionality, needs a few more states and polish
- Internal prototype needs to be finished soon to court a potential funder
+ Once the prototype is done we'll start sharing gameplay

Unknown Odyssey

Dev:

Wolfcrux

Tools:

Godot, Blender, Gimp, Aseprite

+ Improved and added animations
+ Implemented simple magic system
+ Implemented mob type entities
+ NPCs now become a corpse on death
- Don't know how to handle corpses(just remains/items or body you can fuck with)
- Need to implement item use and expand magic system, also add player death

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Mostly bug hunting this weekend, with the new resolution change there was ton of bugs that appeared.
+ Working on remaking the sword cut. Managed to get it to be drawn out with a triangle strip, next will be to calculate cuts.
+ For some stupid reason I had chosen a very high shader model for the shaders, this made it unplayable on older GPUs. That is now fixed.
+ Prepping to show the game at a local expo this Friday! Also competing for some dev cash while there.
+ A friend of mine over in US is working on some smaller scale arcade machines, currently making a special build that will work on one of those machines. Cool stuff

Bellum

Dev:

Daemon

Tools:

python 2.7, libtcod, roguelike tutorial

+ Fixed the object has no call method error, it was probably bad naming conventions biting me in the ass as I fixed by renaming the class to something else
+ You can now place down units
+ Units can now be selected and moved properly
- Units can't do anything sides move
- They don't even collide with each other
- Still haven't finished the tutorial
- Don't actually have a screenshot of the game so I'm using old code as a placeholder

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

- on holiday so no progress
- broke my recap streak
+ being away so long is causing my desire to dev to intensify
+ met up with an old roommate and neither of us have finished out projects ten years later
+ realized theres a whole season of Mr Robot to catch up on and copy off of