June 2018 (Week 4)

Blazteroids

Dev:

Trucky

Tools:

Unity

+ Spent more time on ship design
+ learning about variables in unity
- not a big fan of programming
- too many conflicting ideas

Generic Zombie Shooter - Redux

Dev:

Generic Dev

Tools:

Java, Slick2D, Aseprite

Web:

twitter.com/packetpirate

+ added settings screens for audio, display, and controls settings
+ added loot tables for enemies, rather than having same drop rate for all items for all enemies
+ items now blink 3 seconds before disappearing
+ player now grunts when taking damage
+ can now exit the game with ESC key in-game

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ Added an easy way to control globally how fast characters and projectiles go
+ Reduced overall character/projectile speed, game feels less floaty
+ Once again, the AI can now dodge. But the implementation is less wonky
+ Distinction between light/heavy attacks, one new animation so there's now 3 light that combo into each other and 3 heavy that end the combo.
+ Made an arena for dd21 as well as generic testing situations
- Wanted to do a whole level but every tool feels wonky
- Wasted some time on a boss idea, scrapped it because it was too annoying to animate and would have needed too many tweaks to be ready for dd21

Knight & Witch

Dev:

Squaredev

Tools:

Unity, Blender, Krita

Web:

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

+ Finally got combos working kinda
- I'm ashamed of how much time it took me to get them working, and only after getting help from other devs
+ Made a couple of improvements to how knockback and i-frames are handled
+ Finally can move on to other things

Kolo

Dev:

Kolo Dev

Tools:

Unity, Blender, Photoshop

+ Basic building functionality
+ Interactible objects and inventory system tweaks
+ Basic AI

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Title screen partially re-implemented; can now go to debug/dummy rooms with both characters
+ Re-implementing the first boss for [Blue]
- Too many life distractions last week
- Probably won't have title screen done before DD

House Protector

Dev:

7dev

Tools:

Unity, Adobe Suite

Web:

7dev.io

+ Made the crusher system physics based
+ Tidied up the code

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Added global online leaderboards for 9 categories
+ Added 22 steam achievements
+ Added boss rush
+ Started adding hard mode versions of bosses
+ Remade the core boss (the one with the crushy floors), demoted to not being a boss anymore
+ Added more anti-cheating routines
+ Adjusted score bonuses
- animation is hard

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Updated water shader
+ New enemies
+ Minor fixes
+ Playing around with boss animation
+ Enabled burning by contact
+ Move lock visuals
+ Fixed audio and friction in water

Atavism

Dev:

StevenZ_Dev

Tools:

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

Web:

twitter.com/StevenZ_Dev

+ Ironed out a lot of bugs for AI circling but made a breakthrough by finding another approach
- New approach needs debugging all over again
+ Added hitboxes, health, and a ragdoll to the bird with eyes as the weak points. Plan to make this important later on.
+ Made a script that keeps track of an AI's hidden status.
+ Made an LOS system that keeps track of a lot of data, such as the time an AI has seen something until detection, where it keeps a list of "known" targets.
- No effective progress was made until I implement what happens after an AI detects something.

Leave Nun standing

Dev:

Nun Dev

Tools:

LibGDX, Aseprite

+ Decided I'm not dead
+ Tied hit boxes to animations
+ implemented enemy behaviour for tengu girl
+ implemented enemy health
+ implemented player character health bar
+ drew many animations
- was dead for several years
- implemented several bugs

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Worked on Collection Screens
- Poor progress
- Still questioning Demo day

Petite Witches

Dev:

Dwarfdev

Tools:

Godot, Krita, Clip Studio Paint

Web:

twitter.com/DwarfDev

+ New interface theme and colors
+ New inventory graphics
+ Implemented universal graphical item list

Library Game

Dev:

Raflos

Tools:

Monogame, Krita, Paint.net, Tiled

Web:

raflos.itch.io
raflosgamedev.tumblr.com

+ Final (for now) change to how fonts work, they now rasterize on fullscreen toggle so the quality stays consistent
+ Some major UI code improvements
+ Code mostly set up for map transitions
- Started making some actual BG art, then lost it when krita crashed
- No significant visual progress

From deep spiral

Dev:

takkongguy

Tools:

rpgmmv

Web:

takkongguy-blog.tumblr.com

+ doing new character's sprite
- rpgm official update broke my game,wasted sometime to fix it
- still don't have the mod to do pixel art part

Hank Starshot

Dev:

Jeklin/Ghostdev

Tools:

GM:S, Paint.net

Web:

Jeklin.co.uk/twitter.com/seanwalsh2000

+ Started work on the game.
+ GM:S isn't as hard as i thought it'd be (Yet)
+ Started work on my ludographic universe (TM)
- Ghostman: The Council Calamity still has like 2 weeks until release :(
- Haven't gotten away from grids.

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ Missions spawn and despawn different planes at some radius
+ Cleaned map data for UK + France
+ Working with water shader assets
+ Expanded 2d map added directional arrows to mission icons
+ Investigating assets for clouds/atmospherics
+ [M] gunfire, engine and siren SFX
+ Talking with others about music composition and more SFX
+ Bug fixes

Life

Dev:

Anon

Tools:

opengl, glfw3, C++

+ Added postprocessing shaders back in
+ Added a function to re-load Shaders on runtime
+ Got a job, so dev is probably going to be slow from now on

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ almost finished with the second map, smooth camera controller
- last map, system of achievements, some tweaks for bots

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Reworked conditions and actions so that cards and AI can share infrastructure
+ The actions are also way more intuitive, cards now work the way I've wanted them to for months
+ Created a new property system that allows for status effects like stun and disarmed
+ Also made AI a lot more robust and much easier to develop behaviour for
- It still looks the same as it did months ago

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ New menus
+ New characters
+ Began making the stories
- Current target is 4 stories , which means 4 are already dead
- This is gonna be another close one, wew

Whitest Peach

Dev:

anonymous

Tools:

Unity

Web:

weibo.com/adynaton

+ Prototyped enemy bullet/pooling systems, updated the title screen, figured out a combat system design boggle, then fucked around and played a bunch of videogames

Runes of Acthemya

Dev:

Gothicadev

Tools:

Unity2017.4.1f1

Web:

kry-arcade.tumblr.com

+ Too much UI work
+ Extended the collisions to make it more flexible in-game
+ Some bug fixes and design improvements, preparations for DD
+ Experimental day-night
- Looking around for musics and sound effects. This takes way too much time

Unknown Odyssey

Dev:

Wolfcrux

Tools:

Godot, Blender, Gimp, Aseprite

+ Working on AI
- Having PC issues
- Might not make it for DemoDay

Skeletal Dance Party

Dev:

J3X

Tools:

Unity, MagicaVoxel

Web:

skeletaldance.party

+ Artist finished skull narrator art
+ Artist started working on Paladin girl antagonist art.
+ Better animations.
+ Got more devtime during summer.
- A bit panic for DEMODAY