May 2018 (Week 5)

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ rigged, animated, imported and implemented part of the AI behavior for one of the blockouts
+ new movement pattern for the new enemy, it moves from one position to another without getting in the range of the player
+ un-spaghetti-fied missile rotations
+ changed some anim notifies
+ made a missile smoke trail vfx and learned how sphereMask works (kinda)
+ made some materials in Blender for outdoors scenes as well as a couple rocks
+ started working on a basic AI director, it is now possible to limit how many attacks can happen within the span of X seconds, across multiple AI characters
- need to find a formula so that the more enemies there are, the more attacks happen instead of reaching a hard cap
- need to start working on a design for the main character asap
- Atavism did a bigger recap post somehow

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ finished all premium characters, started working on navMeshes and the second map
- 2 maps, bots and AI

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Began process of redoing UI
+ Added in contextual color-changing option for UI
+ Fixed issue where summoning gates would endlessly spam trains until the game crashed
+ Redid sun shader so it would render behind objects
+ Fixed a myriad of multiplayer issues and issues related to fast travel systems after a major online testing session
- Still has a bug where asteroids will randomly appear and attempt to murder the player for no apparent reason

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ Enter bomber plane
+ Bomber crew spawned
+ Improved broom controls
+ Rebase world origin

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Smoothed out how cards feel
+ UI now correctly scales, including some fixes of things that were going to become an issue down the line
+ New cards
+ A new status effect framework that lets me trigger any untargeted card effect as a status

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Finished memory stuff (as good as it gets for now)
+ Started work on the next demo, testing characters
+ Currently going through all the TODOs and implementing them
- It's too hot to sleep

Life

Dev:

Anon

Tools:

opengl, glfw3, C++

+ Started on a custom shader crosspiler/macro expander
+ Added basic include logic to shader compiler
+ defined a grammar for supported keywords for to shader compiler

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Whirlpool world destruction optimizations
+ Fix leech graphics appearing on top of everything
+ Fix reordering skills messing up zooid highlights
+ Mines can poison their own zooids if owner dies
+ Main Menu UI mockup, pic related
+ Held a team meeting. Decided on more concrete release plan and what the final version needs to contain.
- Release will be later than we wanted it to be, but will happen this year

Moth Game

Dev:

WeaverDev

Tools:

Unity

Web:

twitter.com/Weaver_Dev

+ started dev again
+ redid player controller
+ redid the camera
+ made ant enemy
+ working on actual gameplay (really)

Beigoma

Dev:

amba

Tools:

Unity

+ Misc fixes: Invulnerability on stage start, steering tweaks
+ Added credits system, changed menus to use it
+ Added Light and Heavy top types
+ Added clash system that rewards skilful play
- Enemy pathfinding and AI are far more complicated and time-consuming than I had thought
- Game still looks terrible

Atavism

Dev:

StevenZ_Dev

Tools:

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

Web:

twitter.com/StevenZ_Dev

+ Finished adding blocking functionality to tribesmen.
+ Made minor improvements to custom toon shading.
+ Collected a bunch of reference for modelling birds
+ Started modelling a giant bird
+ Planned AI and animation states for giant bird
- Not done modelling giant bird

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Worked on new Taglocks (Hack minigame)
+ New game rules for the Hacking
+ Working on the Hack Art
- I'm not an Art guy

no name yet

Dev:

anonymous

Tools:

unity

Web:

rainfrogs.tumblr.com

+ Added windows
+ Refactored room transition code
+ Reworked lighting
+ Found some reference books for occult magic ceremonies

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Added vore
+ Boxes are destructible with some surprises inside
+ Can attach verlet to objects to hang them
+ Platforms can deal crushing damage, doubling as a hazard
+ Improved camera while flying
+ Shockwaves are more visible
+ Improved controls sensitivity
+ Fixed foreground blur
+ Added 100% slippery slopes
+ Added new button prop
+ Made sound preprocessing script because openAl shits the bed with stereo and attenuation

Good Night, Knight

Dev:

Knightdev

Tools:

GM:S, Aseprite

Web:

knightdev.tumblr.com

+ Adding elevator functionality/menus etc
+ Fixed many minor bugs discovered from the pre-alpha playtesting
+ New dog sprite
+ New item (easter-egg)
+ Rebalanced a few areas

Send Me to Hell

Dev:

HellDev

Tools:

Godot, Aseprite, Github

Web:

twitter.com/helldev1

+ Multiplayer movement
+ Changed up shading on knight sprite to make it look better (thanks anons)
+ Started a wizard sprite
- Nothing else works in multiplayer yet

Unknown Odyssey

Dev:

Wolfcrux

Tools:

Godot, Blender, Gimp, Aseprite

+ Made wall transparency work correctly
+ Still working on assets for the house
- Why does it take so long kill me

Crystal Tower Defense

Dev:

blu3

Tools:

Unity, Blender, Paint.NET

+ Last enemy in a wave now drops a Treasure (WiP)
+ Reworked enemies, now every enemy has its own class to make implementing custom behavior easier
- Not much progress overall

Bellum

Dev:

Daemon

Tools:

python 2.7, libtcod, roguelike tutorial

+ Refactored a bit of the code revolving the selected unit
+ Cleaned up the code a bit and removed some of the libtcod tutorial stuff
- the refactoring is only part way done and has caused about ten million bugs, simple bugs but still
- Haven't really done much else

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Slight rebalancing of stage 2 and 3
+ Working on the intro
+ Lots a sekrit stuff
- sekrit stuff and balancing's gonna be the only things on here for a while
+ they're good sekrits I swear

Tiny Combat Redux

Dev:

anon

Tools:

Unity, Blender

+ Target brackets for padlocking
+ A lot of UI experimentation
+ Tried a bunch of different fonts
+ UI looks kinda bloomy and sorta vectory but not really
+ Animation driven button
+ Mouse that changes depending on when it's over something interactive
- I'm padding out this change log because all I did was UI investigation

Kolo

Dev:

Kolo Dev

Tools:

Unity, Blender, Photoshop

- Made trails look more natural
- Worked with terrain textures and picture color grading
- Made prototypes for character and building UI
- Started working on inventory system and woodcutter AI behavior

Cat Labyrinth

Dev:

Azebu

Tools:

Unity, GIMP, Blender

Web:

twitter.com/AzeSoft

+ Started work on city
+ Added saving/loading and character creation
+ Added two new cats
- Need to add support for different control methods (right now city is mouse only, while combat is keyboard only)

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Worried about infringing a copyright so added obfuscation to any third party asset that gets released with modding tools
+ Figured out how to use an obfuscated library without the code to call it being confusing
+ Maybe ready to start remaking the actual game now
+ Welcome /rpgmg/