May 2018 (Week 4)

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ Grab pilot and throw out of plane
+ Open canopy
+ Plane crash
+ Smoother flight controls, yaw and roll together

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ new ActionIcons (Hack Analyse) (ItemSpace)
+ Items can now show their weight
+ new Animations for Hack Analyse
+ new Slide Animations
+ new Sounds for Hack Analyse & Disamorce
+ new GridItemPick Animation proto
+ code tweak
+ some bugfixes
- almost broke game by implementing new states

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ took out nasty networking bugs, all premium characters, UI fonts
- 2 maps, bots and AI

Rune Guns

Dev:

CowThing

Tools:

Godot, Blender

+ Replaced raycast bullets with physical bullets
+ Replaced magic runes with magic cards
- Game can't really be called "Rune Guns" anymore

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Various tweaks.
+ Visual feedback script works for all objects now.
+ Started working on bosses.
- Light week.
- I still don't know if I'm gonna get what I want done in-time for the next Demo Day. Might skip it in favour for the next one.

Crystal Tower Defense

Dev:

blu3

Tools:

Unity, Blender, Paint.NET

+ reworked how pathing works to allow more spawn variation
+ designed some new towers and enemies but havent implemented them yet
- will probably change the gamename to something more exciting
- 32°C heat makes progress really slow

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ New AI concept, taking in account distance to switch between melee/ranged.
+ Using an additive with the blendspace for vertical movement works
+ One new animation
+ basic Hitstop solution
+ changed from some velocity added when attacking melee, to a solution that scales velocity with distance from enemy
+ can't think of another anim notify to add
+ blocked out 3 mechas
+ changed some of the gameplay/balance, less easy to dodge attacks
+ game feels somewhat fun
- dropping 1, possibly 2 of them
- AI might be too aggressive when in numbers, might have to make an AI director
- the way damage animations are handled is shit

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ New movement upgrade
+ Wall friction is affected by object speed
+ Land mines can be placed through an item
+ Slight optimization

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Changing from an editor script to a batch file top pull in DLLs, for some reason List isn't getting saved between restarts in a scriptableobjet
+ Weekend over, time for dev
+ garden dev

Beigoma

Dev:

amba

Tools:

Unity

+ Reworked stage structure and ringouts
+ Reworked top collisions
+ Added set of top variables that influence how they play
+ Touched up the UI and menus a little
- Game still looks ugly as sin, gonna need to find an artist to colab with sooner or later

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Only two more attacks to re-implement from GMS then [Blue]'s porting is complete
+ Various input and state change fixes to make sure things are smooth
+ Fixed issue with [Calamity Sandbag] escaping bullying from juggling by ignoring the last hit's launch properties under certain conditions

Good Night, Knight

Dev:

Knightdev

Tools:

GM:S, Aseprite

Web:

knightdev.tumblr.com

+ Alpha ready for release!
+ Doubled number of rooms
+ Added new item for alpha
+ Finished intro for alpha
+ Halfway through completing the HUB area graphics
+ New sprite for dog
+ Fixed a last-minute ouline shader bug that popped up

Kolo

Dev:

Kolo Dev

Tools:

Unity, Blender, Photoshop

+ Updated Game UI
+ Added Tooltips
+ Made entities leave trails that make them walk faster

Bellum

Dev:

Daemon

Tools:

python 2.7, libtcod, roguelike tutorial

+ Added combat formula
+ Now have melee range weapons
+ Fixed bug with dead units
+ Fix bug with exiting aiming function
+ Fixed bug with weapon ranges not working
- Found that same bug in other area that used similar code, too lazy to go back fix those since they're just vestigial parts of the libtcod tutorial and my early experimentation
- Haven't refactored all instances of selected unit
- Need to make a unit placement menu
- Need to remove tutorial vestiges

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Implemented and synchronized fieldmakers, superchargers, and summoning items
+ Greatly optimized shooting code in multiplayer
+ Fixed several issues with nebulas
+ Added code for loadout selection in multiplayer
+ Created conditions that let suns shine through nebulas if you want

Skeletal Dance Party

Dev:

J3X

Tools:

Unity, MagicaVoxel

Web:

skeletaldance.party

+ Got team started with character art and story
+ Calculate leveled items and characters correctly so you encounter more and more dangerous enemies the deeper you go into dungeon.
+ Reworked physical animation system for characters. Making them move around as physical objects with forces rather than dragged around on invisible meathooks.
+ Skills no longer uses animations when casting but are instead physically based (ex. recoil).
- Was away at conference most days last week so lost progress.
- Caused lots of bugs because of switching movement system.

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Final boss 2 done
+ Game is now playable from start to finish (on normal)
+ More business stuff
+ Started another pass on balance
+ Time to start working on sekrit stuff
- It's sekrit
- You seriously don't think the final boss is the end of the content, do you?

Life

Dev:

Anon

Tools:

opengl, glfw3, C++

+ Been re-implementing the whole rendering engine
+ Implemented forward rendering
+ Implemented assimp model loading
+ Quick lights handling
+ Handed in bachelor project and started on exam readups
+ Started work on Postprocess effects support
- Scrapped old rendering engine

Atavism

Dev:

StevenZ_Dev

Tools:

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

Web:

twitter.com/StevenZ_Dev

+ Refactored year-old stuff and swept up a bunch more bugs relating to hitboxes and old shit movement code
+ Did some planning on the environmental health system for the naturalistic part of the game:
+ Implemented an interaction system where the player can hit F to use stuff they're looking at
+ Player can D r i n k W a t e r and eat 'fruit' (unity spheres) which allows health restoration and restores a bit of health.
+ Made a pretty fire effect and campfire model that Twitter loves but didn't really accomplish much
+ Tribal enemies now block after being spammed with hits to stop spam
+ Player can now guard break blocking tribesmen by attacking enough
+ or -, bought Amplify Shader, have been enjoying it
+ Upgraded to Unity 2018.1
- Realized Unity 2018.1 isn't that useful because I can't port old modified shaders to the new render pipelines
- Didn't recap last week because I didn't feel like the interactables were enough to show.
- Gonna have less to show both here and on twitter because I'll be planning modelling a complicated looking enemy. Art skills are low so it takes time to get things looking the way they do in my head.
- Keep pushing more and more planned AI features from "do now" to "do after this next phase" which could be good for keeping me focused on essentials but could just be procrastination.

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Weapon trail has been updated. Now instead of doing a line of box collisions I'm instead checking line intersection, which is a much cleaner way of doing it.
+ Started working on implementing godrays, I'm sure it will look corny as all hell but I'm willing to give it a go before I write it off completely.
- I might have won a grant, but getting to that sweet dev cash means that I have to start up a company. To do that I'm required to fork in 6K to turn into company capital. That's quite some money for me and I'm still not 100% sure what all the pros and cons of even owning a company is. Free office space and startup help sound pretty good though.
- Not a very progress heavy week.

Prove Yourself! (TO THE GODS)

Dev:

Basilica

Tools:

Python 2, Libtcodpy

Basic terrain generation edition:
+ Have begun generating and verifying maps on a 20x20 tile basis, instead of all 200x200 at once
+ Dev: Daemon suggested a method to discretize a full-sized map so Python isn't recursion-raped
- implementing recursion for a floodfill function in python is a terrible idea with 200x200 tile maps
- Currently scoring the map quality based on the amount of 'walls' vs 'ground'
-- Movement, players, and monsters are still based on the roguebasin libtcodpy tutorial. I want to add my own stats, modifiers, weapons, armor, magic. This is all just on the player side of things. I would like to have decent map generation first.

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Changed some game feel about how cards move and target
- Reverted the change because I realised it wasn't right for my game
- Had to manually revert, so I finally decided to use source control to prevent this happening again

Unknown Odyssey

Dev:

Wolfcrux

Tools:

Godot, Blender, Gimp, Aseprite

+ Updated tileset for house
+ Working on objects and interactables now

Mech Chip

Dev:

Plutoneus

Tools:

GMS2, Aseprite, Labchirp

Web:

twitter.com/Plutoneus

+ Added the saw mech
+ Added a buyable upgrade for each mech
+ Added/modified a pause menu (not sure if I put this on last recap)
- slow progress

I may as well try to be lazy

Dev:

Augurusto

Tools:

Macromedia 8, Paint.net, Paint Tool Sai

Web:

twitter.com/augurusto

+ started to figure out the how animate the background for the battles
- its too much overused to death
+ thought out the planning
+ starting to design the levels properly
+ started to program battles

Tiny Combat Redux

Dev:

anon

Tools:

Unity, Blender

+ Experimented with sound mixing and low pass filters on distant sounds
+ Removed TrueSky, a lot of experimentation with alternative fog solutions
+ Weapons now dynamically loaded instead of baked into aircraft prefab
+ External fuel tank to MiG-21 and created fuel tank class
+ Toggleable HUD only camera
+ Camera padlocking along with appropriate HUD cues
- Slow progress this week due to real life issues
- Camera free-look may need a re-write to fix the sudden snap when cancelling padlock

Earthen Sky

Dev:

FloorBelow

Tools:

Unity, Blender

Web:

floorbelow.itch.io/earthen-sky

+ Started on a script to help put together stuff from modular meshes quickly. Also lets you combine meshes, to deal with lightmap seams.
+ Added a pause menu and mouse sensitivity controls
+ Some miscellaneous art stuff
- Unity 2018 is being a dick

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Various bugfixes
+ Update to be GDPR compliant because we track at which level players die, how much food they gather etc.
+ Whirlpools mess up level even more, causing things to sink (properly)
- Enemies don't sink down yet

Cat Labyrinth

Dev:

Azebu

Tools:

Unity, GIMP, Blender

Web:

twitter.com/AzeSoft

+ Added combat trials
+ Improved exploration UI
- Found some bugs regarding movement
- Most progress was reading up on things

Volleybit

Dev:

nano

Tools:

GMS 1.4, Aseprite

Web:

nanobuilder.itch.io

+ Actually have time to dev now
+ Added actual volleyballs that require a bump and a mid-air strike to return
+ Ball launcher can be switched between ball types, with corresponding description/flavor text
+ Reworked some stuff, all balls inherit from a parent "ball" object
- Wondering if doing things this way is worth the trouble
- Ball shadows don't respect height when being bounced back
- Gotta clean up code

Send Me to Hell

Dev:

HellDev

Tools:

Godot, Aseprite, Github

Web:

twitter.com/helldev1

+ Crossbows!
+ Multiplayer!
+ Dungeongen!
- Multiplayer doesn't check for desyncs
- crossbows don't actually work on multiplayer
- dungeon generation is not synchronized