July 2018 (Week 1)

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ finished the second map, some gui polishing, making bots less retarded, rewritten normals shaders
- last map, system of achievements

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Added more sound effects.
+ Made a new special weapon, Quake.
+ Re-organised my tags which makes some of my code a bit cleaner.
+ Couple of other tweaks.
- Unity is becoming the bane of my existence because there's a lot of shit that should be there that isn't.

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ released demo for Demo Day 21 !
+ Useful feedback
+ adjustments to the main character mesh
+ added master controls to the IK targets to make animating easier
- Procrastinated
- Tons of work ahead for dd22
+ know approximately what to do

Cat Labyrinth

Dev:

Azebu

Tools:

Unity, GIMP, Blender

Web:

twitter.com/AzeSoft

+ Rebalanced some enemies
+ Whipped up an exploration map
+ Improved controls
+ Published a demo
+ Fixed a bunch of bugs
- Added some extra bad code to make the game playable for demo day
- Only 60 days left until next demo day

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Worked on Collection Screens
+ New Action Icons Miniatures
+ Some specifics for DD21 upload
- Expecting low feedback
- Will think again of way to spice up the game
+ Having fun watching anons discuss a rolling recap

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Tons of refactoring away dumb decisions
+ Fixed up tile targeting so it wasn't running pathfinding every time a tile was selected for no reason
+ Added new cards
- Almost at the point where I can't justify not working on models any longer
- Didn't have any content for demoday

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Released Dan-mexica Infinite, the greatest Dan interpreter known to Dankind
+ put a nice little hotfix over the AI
+ Fixed a couple bugs for the demo, the usual
+ Fixed Emscripten
- EMSCRIPTEEEEEEEN
- Rest of July will have poor progress

Space Dementia

Dev:

rez

Tools:

SFML/C++

Web:

rezydev.tumblr.com

+ Separate particle container and limit on number of instances to optimize emitters
+ Attack variation for an enemy
+ Replaced perlin noise to reduce overhead
+ Slight flying changes
+ Balanced charged shot
+ Experimental harpoon changes
+ Experimental swimming controls
+ Minor fixes
- Wind and explosions don't affect particles for now

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

- Missed the recap last week, including stuff here from then
- Whole month of fucking nothing. Work, jury duty, and gaming catchup killed most progress
+ The C++ rewrite continues (Nearly Done)
+ Decal System Ported
+ Improved decal rendering (They're now always the same size regardless of orientation)
+ Redid bullet decal sprites to blend in more using alpha
+ Decals now have a randomized rotation
+ Rebalanced the shotgun to give it wider spread, but more ammo and higher rate of fire
+ Air-Crouching is back. Un/Crouching in mid-air keeps you at eye-level for vaulting
+ Displays now flash for low health/ammo
+ Created a unified system for handling weapon fire modes (including sights & melee attacks)
+ Fixed a whole bunch of old bugs

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Intro mostly done
+ Trailer edited, working on store page
+ Added more hardmode bosses
+ Another piece of music
+ Lots of paperwork
+ More meetings tomorrow
+ Now an official Nintendo dev
- Waiting on Sony approval

Apotheosis

Dev:

Meneer Guus

Tools:

GM8, Flash

Web:

meneerguus.itch.io/apotheosis

+ Two new minibosses with 3 variants each
+ Added game looping
+ Luck stat now influences item effect rate as well
- Should fix bugs more often

Totally not fire emblem

Dev:

m4n

Tools:

SFML, C/C++

Web:

baartm4n.tumblr.com

+ Scalable grid
+ Grid controls (both kb & mouse), cursor location is saved and snaps
+ runs at any resolution upscaled (before it was 400x200)
+ Can spawn stuff on tiles
+ new PH art

Atavism

Dev:

StevenZ_Dev

Tools:

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

Web:

twitter.com/StevenZ_Dev

+ Refactored the LOS observation system and most of the bird flight AI
- Refactored flight AI broke animations for the time being
+ Added some icons for editor prefabs and some sandy sounding footsteps
+ implemented a landing array that makes a flightpath for landing/swooping, made it follow the bird after it's locked prey
+ Implemented prey choosing and death dive for the bird boys
+ finally implemented and refined the bird swooping, still need animations/damage

Knight & Witch

Dev:

Squaredev

Tools:

Unity, Blender, Krita

Web:

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

+ Companion AI will now have a small threshold in their following behavior
+ Combo attack for the knight now works decently
- Can't bring myself to work on the next big tasks because I know they will bring me a lot of troubles and headaches
- the game still looks the same as 2 months ago because what little dev time I had I spent on coding
- starting to feel like I should give up on being 1MA and accepting the help of a codebro

Skeletal Dance Party

Dev:

J3X

Tools:

Unity, MagicaVoxel

Web:

skeletaldance.party

+ Released DEMODAY Demo
+ Got lots of art done from artist
+ Fixing bugs and problems found in Demo
- Discovered lots of bugs and performance problems in said demo

Kolo

Dev:

Kolo Dev

Tools:

Unity, Blender, Photoshop

+ Building supply and demand concept
+ Export & Import commands
+ AI state machine enchancements

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added new fighter variations models, one for each playable race.
+ Added all flavor text for misc. items
+ Added descriptions for every ship
+ Added an option for the UI to hide itself when elements aren't in use
+ Fixed an issue involving cameras
+ Redid docking autopilot code, letting players properly dock at any distance
+ Added SPACE TRAINS

Library Game

Dev:

Raflos

Tools:

Monogame, Krita, Paint.net, Tiled

Web:

raflos.itch.io
raflosgamedev.tumblr.com

+ Finished the BG art from last week
+ Made bookshelf and table art, but its not up to my standards yet. If I get time later I'll improve them.
- Ran into problems with importing objects from Tiled, I really wanted to get sprite sorting done today but it looks like that isn't gonna happen.

System GES

Dev:

Firgof

Tools:

Unity

Web:

firgof.itch.io/ges

+ Replaced old interaction system with new interaction system
+ Updated the style of the Itch.io page to be a bit jazzier.
+ Pushed a (fairly short) submission to DD21 for people to enjoy.
+/- Had to remove parts of the game in order to make the DD21 build temporarily. Will have to reconnect and reimplement portions of them.
- New interaction system has some bugs, including messing up the menu navigation script and not displaying 'it's locked' type messages when things are locked. (Nor playing the 'it's locked' sound)
- Some of the audio mixing is messed up? Still investigating.

Strandships

Dev:

Nebulous

Tools:

Javascript, PIXI.js, Jquery-UI

Web:

strandships.tumblr.com

+ Build things to gather resources for you
+ Build factories to make stuff for you
+ Build ships to do nothing yet
+ Watch numbers go up
- There's no gameplay yet

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ Added git repos
+ More water and clouds experiments
+ Adding sound effects to game
+ [E] Starting up with WWise

Candle

Dev:

vim

Tools:

vim, gdb, valgrind

+ Added bones and animations
+ bullet integration
+ fixed some PBR texture loading bugs

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

- multiple bugs in third party tool
+ figuring them out with trial and error
- didn't demoday again
+ made an internet friend
- bad sleep cycle from caffeine abuse
- general nodev