July 2018 (Week 2)

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Optimized Furniture Opening Animation code
+ Enemies have different GFX depending on HP,
- but so far it's ugly...
+ Designed a DevTool process to add enemies faster
+ Dev Tool to test furnitures faster
- Using big brains to design combat
+ Fixed bug with unicode from end users
+ Phone has now 6 apps square
+ Got some good motivation from playtests

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Fixed an issue I was having last week with some sound stuff not triggering.
+ Explosion particle effect added when an enemy is destroyed.
- Not sure what to work on next. Art stuff, or adding controller support.
- Need to do proper design work for the rest of the game.

Type Knight

Dev:

chaikaDev

Tools:

gamemaker studio 2

Web:

typeknight.com

+ published a few updates for the DD21 demo
+ polished start animation
+ added sunset

Generic Zombie Shooter - Redux

Dev:

Generic Dev

Tools:

Java, Slick2D, Aseprite

Web:

twitter.com/packetpirate

+ added screen shake effect for gun recoil, explosions, and player damage
+ added armor that's purchaseable from the shop
+ particles can now be animated using sprite sheets instead of static images
+ added damage vignette to indicate when the player is taking damage
+ various HUD refactoring and enhancements, as well as new sound for level-up

Petite Witches

Dev:

Dwarfdev

Tools:

Godot, Krita, Clip Studio Paint

Web:

twitter.com/DwarfDev

+ New story character: graphics, battle and cutscene(half of it)
+ New transition shader
+ Lot of battle code refactoring

Atavism

Dev:

StevenZ_Dev

Tools:

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

Web:

twitter.com/StevenZ_Dev

+ Finished implementing procedural bird landing
+ Placeholder landing animation
+ Animated the bird swooping attack and elevation gain flapping
+ Implemented damage for swooping attack
- It feels kinda lame, I'll probably make it knock the player down for some effect later on
+ Fixed a bunch of bugs and cleaned up all my warnings
+ Refactored the FUCK outta the whole sight/detection stuff so that it can be used with any AI entity easily.
+ Did more cool but nothing-to-show AI programming
- Put some flight animation stuff on the backburner because it's weird to program.
- Took way too long refactoring some stuff.

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added scrapyards
+ Redid asteroid rendering code to be a heck of a lot faster
+ Fixed a bunch of little bugs
+ Added racial descriptions
+ Linked together all the options menu choices so that they actually, you know, work
+ Synchronized ships and loadouts, so players can swap ships and see what they look like
+ Redid navmap controls, can properly target and select objects inside fields
- So many fucking multiplayer issues, like when a player logs in sometimes the server randomly decides that they are the ONLY player allowed to exist and welds all the current players together into a horrifying mishmash, or when it randomly attaches a remora-like ship to another player that they can't see but slowly sucks away their energy

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Stage 1 remake backgrounds done
+ Added Spanish, French, Finnish, German, Italian and Portuguese support
+ More sekrit stuff
+ Fixed up Japanese a bit
+ Improved some sound effects
+ Another new track
+ A bunch of /gd/ stuff for official business
+ Now a sony dev aswell
+ Codes goin out for beta testing/balance

Project TUSSLE

Dev:

digiholic

Tools:

Unity, Python

Web:

projecttussle.com

+ Got most of the UI for the character builder actually on the screen
- Still struggling to find a decent architecture that prevents the builder from being a spaghettified nightmare.

Library Game

Dev:

Raflos

Tools:

Monogame, Krita, Paint.net, Tiled

Web:

raflos.itch.io
raflosgamedev.tumblr.com

+ Sprite sorting (walking in front of and behind objects)
+ Fixed that flickering you see in the webm
- Reworking gameobject structure, not sure exactly how I should do it. (Should invisible regions inherit from the same class as objects, should sortable and non-sortable objects be separate classes, etc)
- Feeling a little burned out

Send Me to Hell

Dev:

HellDev

Tools:

Godot, Aseprite, Github

Web:

twitter.com/helldev1

+ Picking up and dropping items works again!
+ Cooldowns on a per weapon basis implemented
+ Weapon structuring changed
+ Preliminary work on temp character select
- Multiplayer desynced worse than before
- Weapons that attack too fast get the attack sprite stuck
- Melee weapons don't seem to damage right now
- Slime damage is buggy

Bubblegum Pop: Hyperdrive

Dev:

Kritten

Tools:

Unity, Photoshop

Web:

twitter.com/RadioactiveKit

+ Made basic character sprites
+ Finished some basic animations
+ Storyline and shit is finished
+ Character movement feels mostly refined
- though character movement is still buggy in some places
- Still stuck in unity block hell

Rescue Squad Omega

Dev:

CriticalScrewUp

Tools:

Unity, Adobe Illustrator, Audacity, FL Studio 20

Web:

twitter.com/CriticalScrewUp
criticalscrewup.itch.io/rescue-squad-omega

+ Made crew introduction screen usable (and useful) to everywhere it made sense in the game
+ Improved the crew introduction art stuff
+ Organized all the cards/events/enemies/crewmember into a useful spread sheet (and added some new ideas there)
+ New Kind of card (spend all energy to do X times something)
+ Added 3 New Cards
+ Added Art for 3 Cards
+ Improved Art for 2 Card
+ killed some Bugs
+ you can now reject crewman
+ Added a dynamic background
+ Added fullscreen transition effect in between sectors
+ Started to do some optimizations
+ Improved art some more art
+ added 1 new crewmember
+ improved keyboard shortcuts
+ made a linux build

Strandships

Dev:

Nebulous

Tools:

Javascript, PIXI.js, Jquery-UI

Web:

strandships.tumblr.com

+ Drag and drop to create ship blueprints
+ Ships have all kinds of stats
+ Assign blueprints to shipyards for production

Kolo

Dev:

Kolo Dev

Tools:

Unity, Blender, Photoshop

+ AI tasks foundation and building task chaining
+ Production building UI with ability to change task priorities
+ Debug labels for inventory and AI systems
- Have yet to fix some bugs when multiple units work on the same task

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Fixed the most egregious bugs from demo 3
+ Started work on the options screen
+ Fixing state machine bugs, the usual
- Ridley flew away during the stream

Cat Labyrinth

Dev:

Azebu

Tools:

Unity, GIMP, Blender

Web:

twitter.com/AzeSoft

+ Added clarity to some things
+ Fixed view button not working in town so you can see your stats now
+ Fixed buffs not resetting between fights
+ Added ability to adjust movement speed so you can swooce around the labyrinth and get fights every 5 seconds
- Experiencing post-DD burnout
- Prototyping two new projects

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ Rolling back to another camera system since apparently I'm the only one who managed to use the previous one
+ Physics tweaks, enemies will now bounce off walls if they're hitting it from a certain angle or slide along otherwise
+ Movement tweaking, characters have different stats related to movement (braking/acceleration speed...)
+ New computer, got a drawing tablet as well
- need to figure out why characters are not imparted any velocity if they're touching a wall/floor/character
- tweaking once again some designs

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Converted the square grid to hex
+ Fixed every class that was broken by this
- Started a round of discussion/shitposting about hex grids

Knight & Witch

Dev:

Squaredev

Tools:

Unity, Blender, Krita

Web:

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

+ Started working on AI for the ally character
+ Both knight and witch can follow the player, go after enemies in range and regroup if the player is too far away or if no enemies are around
+ happy with how easily I got things working, albeit still wonky
- not much else done this week, haven't devved much

Gooby-mlg

Dev:

Yours Trully

+ A bunch of bugs fixed
+ Camera follows player
- Cant think of new features to implement

Books by Babel

Dev:

babel

Tools:

Unity, Aesprite

+ Starting working on the project again
+ Fixed the state of tiles not being saved
+ Created a few new components for more varied skill and tile effects
+ Reworked the tag system to be more dynamic and extendable
- I forgot how messy my code base is D:
- ...

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

+ Made some sound effects myself for my game; sound design is fun.
+ Working on the second level.
+ Made a new thruster item; still need to think about the name for it.
+ Working on the game characters design
+- Still working on the shooting mechanics.
- Got sick last week, so i made not so much progress as i wanted to

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Finally back into dev
+ Switching from mouse to eye tracking + trackball
+ Getting into ScriptableObjects
+ Saving/loading is ~50% working again