June 2018 (Week 1)

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ fucking around with UE4's post processing stack
+ new VFX - missile fire and explosion
+ made some more procedural textures in Blender
+ Started working on subweapons - SMG, Missiles and Sniper/Railgun
- "Parrying" when two characters hit each other at the same time is actually broken
- Need to completely refactor the way damage is done
- (+?) practice on topology instead of meaningful progress
- Attempts at making a main character have been unsuccessful

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Redesign for some bosses and areas
+ Added acid projectiles and pools, added to boss and enemy movesets
+ Started working on new enemy
+ Experiments with enemies floating in water
+ Slowdown status
+ Balancing parries
+ Map button bind
+ Slight hud refactor
+ Item description wrapping

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Fixed up arcade mode/character select
+ Added random character select
+ Reworked debug mode (still in-progress)
+ Character fixes and other stuff for demos

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ Stereo icons
+ Some interfaces for map location icon registration
+ Bug fixes
+ Planned mission / event editor and format
+ Evaluated schedule, cut boring features and added better ones

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added docking exit points to stations
+ Added patrol paths for NPCs
+ Fixed some code where docking would send the player to a different autopilot setting
+ Implemented 9 new random mission types: general kills, assassinations, big kills, courier, explorative, deaddrop, resupply, smuggler trackdown, and piracy.
+ Added all tradeable commodities, 55 in all.
+ Added code so that faction ships can scan you for contraband (if law enforcement) or valuables (if pirates) and demand you turn over that cargo

Atavism

Dev:

StevenZ_Dev

Tools:

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

Web:

twitter.com/StevenZ_Dev

+ Mostly finished up modelling bird
+ Properly UV'd bird
+ Mostly rigged bird
+ Made some flight animations for bird
- Haven't done any dev this monday (usually my big work day of the week) because I've been watching E3 with my friends. Next week's progress will suffer for it.

Runes of Acthemya

Dev:

Gothicadev

Tools:

Unity2017.4.1f1

Web:

kry-arcade.tumblr.com

+ building core ready
+ crafting core ready
+ battle core ready
- add farming
- plans for fishing and more comfy stuff maybe
- polish everything
- get a working prototype for incoming DD

System GES

Dev:

Firgof

Tools:

Unity

Web:

firgof.itch.io/ges

+ Most base systems working
+ Nearly complete first game-loop/first 15-minutes
+ System corruption's in but isn't stable yet
+ Basic SNN menu support; still buggy
- Found some (unintended) bugs in the Fake Runner section of the game which prevent/halt progress. Need to figure out a way to fix them while retaining the other desired bugs.
- Corrupted memory can sometimes crash user to desktop unexpectedly, resulting in a bugged gamestate. Need to gracefully recover on hardware reboot.

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ [more skerits]
+ Stage 5 and final sound effects done
+ Bugfix pass on those two too
+ more intro animation
+ a buncha paperwork for even more sekrits
+ Backend stuff for other platforms (not phones)

UFT

Dev:

NSFWdev

Tools:

Mugen, Fighter factory

+ character designs
- animation test turned out poorly
- hitboxes and attacks untested

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ navmesh and pathfinding done, started working on bots
- 2 maps, system of achievements

Unknown Odyssey

Dev:

Wolfcrux

Tools:

Godot, Blender, Gimp, Aseprite

+ Still working on filling the house with stuff TT^TT
- I'm too slow

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Began working on a tooltip system to explain keywords
+ Added keywords to cards for this system
- I had to use the least efficient system because I couldn't figure out how to make other designs work

Kolo

Dev:

Kolo Dev

Tools:

Unity, Blender, Photoshop

+ Designed final UI for inventory of units and buildings
+ Prepared foundation for interactible objects of different types (pickup items, resource patches, chests
+ Started working on inventory system

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Added new Sniper Zooid and Grappler Zooid to be included only in full version
+ Made that ungrowing Zooids returns full value. Completely restructuring yourself is now consequence-free, which will encourage creativity
- Summer is negatively affecting dev-weekends

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ New TagLock (Reroll)
+ Worked on Hack minigame Art
+ Some interior Art
+ Some exterior Art
+ Touched Equipement Structure a bit
- Could have progressed more this week

Skeletal Dance Party

Dev:

J3X

Tools:

Unity, MagicaVoxel

Web:

skeletaldance.party

+ Added corpse explosion spell.
+ Added raise skeleton spell with a limit of summoned skeletons.
+ Team started working on logo, how does it look?
- Way to many other things to do right now.

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Think I found a camera angle I'm happy with
+ Started working on the new quest for this map
- Had to ditch a remade town because I wasn't happy with it.