June 2018 (Week 2)

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Wrote Rock's story for next demo
- Not happy with it yet, gonna take a few more iterations
+ BGM stuff
+ The eternal bugfixing that never ever stops

Project TUSSLE

Dev:

digiholic

Tools:

Unity, Python

Web:

projecttussle.com

+ Settings menu is now working
+ Controller Binding is now doable in-game
- Haven't finished wiring up art assets
- Sliders look awkward for certain settings but I'm not sure what else to do for em

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ made a placeholder Main Character
+ rigged, animated, implemented it
- I settled on something I don't like
- Need to re-do its animations because the current ones suck ass
+ camera now tilts along the X axis to make both characters visible if their position in height is different
+ made some SFX, which sound better in game than I expected
+ gameplay tweaks, melee attacks are tighter and harder to dodge

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ New enemy
+ Dialogue window
+ Rewriting flying controls
+ Changed water controls
+ Experimented with tweaks and new aiming controls
+ Some redesigns and plot stuff

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Fixed a bug that caused an issue during boss rounds.
+ On-screen text that displays during checkpoints displays, with an added in fading effect.
- The text exists in world space, so moving too far left or right might make it unreadable.
- Slow progress.
- Need to do design and art work.

Atavism

Dev:

StevenZ_Dev

Tools:

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

Web:

twitter.com/StevenZ_Dev

+ Attenuated the lighting and then unified the shadow colors by getting rid of ambient light
+ Animated bird flight and walk cycles
+ Planned out the bird AI a little more
+ Some minor bugfixes resulting from that 2018.1 upgrade
- Dev'd like half as much time as usual this week so I feel bad
- IK intimidates me but I'll need it for the bird's neck and feet (and also for the tribesmen) so I'm wondering how long I can put that off.
- It still takes me absolutely forever to animate stuff.

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added field clearings, breaks in an asteroid field or nebula where view distance can change, among other settings.
+ Completely redid asteroid-generation code, both to use billboards for more distant asteroids rather than the old system, and so that it no longer malfunctions when entering or leaving an asteroid field at a weird angle.
- Still need to start on asteroid models that aren't high-poly placeholders.
+ Separated cargo to have natural cargoboxes (found when you mine) or standard cargoboxes.
+ Redid mining mechanics so that mining nodes are easier to find, also fixed an issue where some weapons wouldn't break those nodes.
+ Added the ability for dynamically spawned entities to clear out any nearby asteroids. Could be used for a system for larger dynamic wrecks but probably not going to do that since it's not a planned launch feature.
+ Wrote some lore
- NPCs ramming themselves into planets and stations more often then I'd like.

Untitled Retro 3D Platformer

Dev:

anon

Tools:

Godot, Sprytile, Aseprite

+ Created new textures
+ Implemented rudimentary 3rd person camera
+ Created prototype level

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Implemented Body Parts Equipement
- Ditched Dual Wield
+ Refined the "Space" System into "Clutter"
+ Made equipement work with the "Clutter"

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ Player turn while climbing
+ More control changes, falling air control and physics changes
+ Fix broom summon
+ Airplane summoning + assembly materials/animations components
+ Warp summon

Unknown Odyssey

Dev:

Wolfcrux

Tools:

Godot, Blender, Gimp, Aseprite

+ Finished adding objects to the house(for now)
+ Made door interactable
+ All interactables now have a marker that appears to show that you can interact with it
+ Added very simple Time of Day system
- Currently working on more robust AI
- Make more things interactable and more interaction types

Generic Furro Climbing Hill Racing Game With Something That Are not Zombies (GFCHRGWSTAZ)

Dev:

PlayerEmers

Tools:

Construct 2, Spriter Pro, Krita

Web:

twitter.com/playeremers
playeremers.itch.io/gfchrgwstaz

+ Added new (flying) enemy
+ More physics tweaks: now you can achieve a higher horizontal/vertical speed
+ Explosions push enemies away
+- Working on enemy AI
+- Working on the design of the first level
- Still using placeholders. I need to decide what art style i will use on all sprites and animations

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ simple bots, started working on the second map
- 2 maps, system of achievements

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Remade the main menu
+ Restructured progression system, made it actually functional, added 14 cosmetic unlockables
+ added a couple more stats to be tracked
+ Replaced (almost) all instances of prebaked text images to make translation go smoother
+ Remade the stage 1 enemies and the stage 1 miniboss (the carrier) from scratch
+ did SFX pass on stage 5
+ More intro animation, what's done is timed and going in engine
+ More music
+ Release date locked in, meetings later today

Library Game

Dev:

Raflos

Tools:

Monogame, Krita, Paint.net, Tiled

Web:

raflos.itch.io
raflosgamedev.tumblr.com

+ Dialogue working with text animation
+ Font quality improved
+ I can now design stages in the "Tiled" map editor and the game loads them
+ Small bug fixes
- I will have to rework some of last week's code to fix a bug :(

Kolo

Dev:

Kolo Dev

Tools:

Unity, Blender, Photoshop

+ Added some more methods to the inventory class (remove, remove with remainder, remove all, give, take, etc.)
+ Worked on terrain, colors and graphics settings
+ Made procedural trails destroy terrain details (grass objects)
+ Made new cursors
+ Made highlight draw an outline of an object to separate it from selection indicator

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Menu UI update in progress. Main Menu is done, Head Selection and Options remain
+ Various fixes based on feedback in preparation for demo update
+ Return 50% of lost nutrition during boss battles

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Finished tooltip system
+ Changed infrastructure so that the actions that cards are made of can be used by enemies as well

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Modders can make their own main menus for total conversions
+ Made some changes to the SQL->C# code generation with a "NeedsUpdate" column so not everything is regenerated each time (durr)
+ Watching infosec twitch streams to get an idea of the state of things

Cat Labyrinth

Dev:

Azebu

Tools:

Unity, GIMP, Blender

Web:

twitter.com/AzeSoft

+ Player can now choose colors of UI elements
+ Going between zones works properly
+ Made random encounters less random
- This is the point where I have to start cutting features for DD

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Layout is pretty much all done
+ Auto jump over ledges and out of water is working properly
- Made a building to represent all elements, but didn't like the design, so remaking it
- Wasted a lot of time today on something that ended up being an easy fix.