May 2018 (Week 3)

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ First version of the new dynamic camera
+ Improvements on damage handling
+ Super armor mechanic working fine as well as guard breaking (improvements based on super armor)
+ A bunch of anim notifies that make it extremely easy to do logic within animations
- Need to find a way to do something along the lines of a 3 axis blendspace for 6DOF movement
- Gameplay is now only half broken - featuring the "press any direction other than forwards to dodge melee" mechanic !
+ No more uni, only progress now (unless I somehow failed the second semester super bad)

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Better transitions between furnitures phases
+ New options (Act or Leave Grid)
+ New animation (Furniture closing)
+ Hack Win/Lose condition
+ some little tweaks with phone

Kolo

Dev:

Kolo Dev

Tools:

Unity, Blender, Photoshop

+ Migrated to Unity 2018 with SRP
+ Recreated Main Menu and Game Menu from scratch
+ Implemented time controls
- Had to fix bugs related to timescale changes and usage of Time.deltaTime in camera controls

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Added new UI stuff.
+ Weapon pickups added.
+ Changed some hitbox stuff
+ Altered my movement script to make moving between the top and bottom faster, you also can't spam the jump to make yourself stay in the middle of the screen.
+ Changed that script that gives some visual feedback when hitting objects or getting hit.
- PC fucked up, but I backed-up my shit and fixed the issue.
- That visual feedback script doesn't work for one of my objects.
- I don't think I'll be able to release a demo for the next Demo Day, but I'll try my best.

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ [Mophs] More progress on Spitfire texture
+ Plane damage and smoke effects
+ Bug fixes
+ Reworking flight controls

Cat Labyrinth

Dev:

Azebu

Tools:

Unity, GIMP, Blender

Web:

twitter.com/AzeSoft

+ added character classes
+ made UI more responsive
+ added trauma damage
+ skills can now have multiple effects
- made an ugly compass

Crystal Tower Defense

Dev:

blu3

Tools:

Unity, Blender, Paint.NET

+ Reworked some towers and effects
+ New portal effect
+ Added ability bar
+ New chronosphere ability
+ Tower autofire functionality
- So much to do (sounds, enemies, balance, ...)

MoGiSho (Moth Girl Shooter)

Dev:

WRIT

Tools:

GM:S 1.4

Web:

thirdkeyofsun.tumblr.com
twitter.com/thirdkeyofsun

+ Stage layout is progressing at a rapid pace again
+ Project finally out of the redesign phase gameplay wise and the furthest it's ever been.
- Need to adjust colors for visibility
- Technically very behind my originally planned schedule
- Still trying to find time to play some DD20 demos

Bellum

Dev:

Daemon

Tools:

python 2.7, libtcod, roguelike tutorial

+ Units now have collisions and can't phase through each other
+ Rewrote how a unit is made, ended with a base class and 4 components that I'm really happy with
+ Units can attack and die
+ Planning to refactor the bulk of how the game interacts with units to make it a little less janky
- Haven't implemented the attack formula
- Attacks are only ranged right now
- Opening the unit menu after a unit has died crashes the game (it's a small fix I've already got planned)
- Still haven't finished the tutorial

Tiny Combat Redux

Dev:

anon

Tools:

Unity, Blender

+ Armor and penetration system for units and munitions respectively
+ Falcon style Smart Scaling applied to aircraft
+ Situational Awareness markers show name, distance, and faction
+ Markers move along edge of screen when off screen
+ Weapon racks for external storage and launching of munitions
+ New rocket and rocket launcher models
+ Aircraft now aware of and can fire weapons
+ Vehicle turrets and weapons added back in
+ Big expansion of Vehicle AI to give them a simple attack mission
- Bugs present in marker system during ground battles
- Unity Editor has been crashing a lot since vehicle turrets were added
- Vehicle AI works, but is still very specialized and unusual
- Performance problems in large battles?
- Sound mixing is very bad during large battles

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Back from Bitsummit in one piece
+ Final boss 2 bg done (it looks better animated)
+ more final boss 2
+ standardized shot damage
+ buffed homing shot tracking, slightly nerfed damage
+ some more work on sekrit stuff
- Con-flu and the dreaded Japanese cold mixed together to just fucking kill me for a bit

Unknown Odyssey

Dev:

Wolfcrux

Tools:

Godot, Blender, Gimp, Aseprite

+ NPC Corpses can be moved around and interacted with
+ Added in an early version of the Death Mechanic
+ Working on the house tileset and environment now
- Working on the house tileset and environment now

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ networking debugging, 3 premium characters
- sound effects, 2 maps, the rest of premium characters

Earthen Sky

Dev:

FloorBelow

Tools:

Unity, Blender

Web:

floorbelow.itch.io/earthen-sky

+ Wallrunning/climbing now pulls you in towards the wall
+ Added hand IK while wallruning so you make contact properly
+ Hitting obstacles now stops you from wallrunning/climbing
- Code slowly getting kludgier

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Whirlpools now destroy environment so player feels like it has done its job destroying local ecosystem. Still need to make effects nicer and despawn things inside whirlpools
+ Pool solid rocks and parallax rocks
+ Fix camera being always slightly offset, upsetting some sensitive players
+ Make AI spread out. Also make them more aggressive between breeds
+ Fix automatically regrown zooids being slightly off-positioned
+ Experiment with increase Zooid cost per how much of that Zooid you have instead of your whole size
- Plant boss sucks and Bone boss is too big
- Rendering many Zooids cause high loads on CPU. One solution could be use intancing

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ The C++ rewrite continues (Nearly Done)
+ All weapon projectile types ported
+ Rocket Trails
+ Impact particle spawns for Rockets and Plasma bolts
+ Started porting over impact decals

Books by Babel

Dev:

babel

Tools:

Unity, Aesprite

+ Implemented a hotbar syatem, moving away from menu driven combat
+ Hotkeys control the hotbar
+ Each player controlled unit has it's own layout
+ Reworked the item system to add activate-able/consumable items
- Need to implement rebind-able keys
- Need to fix a few weird glitches after the item rework

Polyomignomes (working title)

Dev:

Gentle Stream

Tools:

Unity, Gimp

Web:

gentle-stream.tumblr.com

+ switched to unity's physics system as I am now changing my game to be a physics puzzle game
+ added a little ghost/sprite creature that follows your cursor
+ ghost changes colour depending on what it is touching
+ Camera now follows any posessed objects or the ghost
- forgot to post progress for a while
- procrastinating a lot

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Cards are now UI objects
- This has basically just exchanged one set of issues for another

Project Alchemist

Dev:

ArAdev

Tools:

Godot, Krita , Paint.net

Web:

aradev.itch.io/project-alchemist

+ Now the players have different control schemes
+ Adapted a lot of code to make it work with both players
+ Like 70 % of the code from the alpha 0.2 adapted to work with two players
+ Decided to make a new combat system
+ Now when you are bleeding, if you bleed to the lowest possible point, you keep one point of blood in that body part, this makes so that you cannot die suddenly when you are bleeding, and have to take damage from something to die.
+ Improved and optimized some code
+ Now the players and the enemies don`t collide with each other, this gives more freedom when you are moving, and avoids the player from getting stuck with the enemies.
- Could not work on many new things because all the time was spend working on adapting the game to work with multiplayer

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Fixed lots of stuff with physics
+ Experimental stairs contraptions
+ Fixed parrying non-solid projectiles
+ Minor fixes

Knight & Witch

Dev:

Squaredev

Tools:

Unity, Blender, Krita

Web:

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

+ AI system overhaul is going well
+ I managed to slim down my enemy code a whole lot and I already recreated the behavior I had before in a much more efficient and future-proof form
- work is very slow because I keep getting sidetracked by modeling and commissions
+ getting money for my work does feel nice
- modeling mechas is fun (this would be a + if I was making a mecha game, but I'm not)

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Won a concept/demo challenge, received 6K in price money and I got offered office space. Things are looking pretty good at the moment.
+ Busy week, attended a social event last weekend. Showcased my game and got some player feedback. Met a lot of devs.
+ Friend of mine displayed the game at Anime central on a arcade machine he built. Receiving fanart is pretty rad, fan-arcade machine is probably the nicest thing anyone has ever done for me.
+ Worked all week to get a special arcade version done.
+ Got some new traffic because of these event
- I've realized a couple of weaknesses with my game that I have to address. The blade not feeling that accurate, better tutorial, more fights etc. The weeks to come will probably be a lot of refactoring.
- Took me too long to get the arcade version up and running, there was hardly any time to really test it to make sure it felt good to play

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ back on desktop for progressmaking
+ content/modding toolchain seems to be viable (was having a problem with prefabs and DLLs becoming unlinked, or different versions or something)
+ congrats to Slipstream dev and Rokas