July 2018, Week 3

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

- Spent most of the week iterating over cameras/movement
+ slowly getting to close to something decent
- rewrote the melee hit detection system twice
- gonna need to figure out a way to get rid of anim notifies for melee attacks, and a way to get a path for the raycasts to follow through the animation instead of using the skeleton's bones.
+/- decided not to have any sci-fi hexagon

Knight & Witch

Dev:

Squaredev

Tools:

Unity, Blender, Krita

Web:

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

+ Fixed a couple of bugs with the ally AI
+ started working on scene data persistence (ie. unlocked doors, opened chests, etc)
- didn't go as planned
+ I think I'm on the right track and should be able to get it working soon
- having to look at the same scene and the same assets for months is starting to cause me physical pain

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Added DualShock 4 support.
+ Additional tweaks and changes.
- 360 pad support doesn't work.
- I have to change some stuff in my movement code which I'm not entirely happy about.
- I need to update Unity so I can get a half decent input manager.
- Need to do art and font stuff

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Fixed a variety of multiplayer bugs and redid most of the code involving respawning, spawning NPCs, and controlling and monitoring NPCs
+ Added more dialogue options for NPCs, who can now chat between each other, announce if they're scanning you for contraband, or comment on the fact that their friend just died horribly
+ Redid NPC targeting and hostility code, NPCs can target each other and switch targets, so you can come across things like pirates shooting up a space train or police fighting off pirates and similar
- Currently needs some optimizations since fights can get too big too fast
+ Fully implemented the space train
+ Replaced lightshafts with a version that doesn't require 9000000 workarounds to render
+ Added a self destruct feature to player ships, for when life is just too much
+ Hooked up some loose mechanics: RPG stats now properly affect in-game aspects, windows redone to read easier, all shield generators make sounds, and all shields and guns have proper energy types hooked up and able to affect the damage of one another
+ Redid all space highways to be bigger to fit larger ships, as well as have proper sounds for merging in and out of them
+ Redid multiplayer grouping mechanics to better track player groups and let players have more control over the parties they join, as well as the first steps of the frienddrive UI (which lets you quickwarp to your buddies for easy broventures).

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Reworking TV pick/throw for all future big items
+ Sounds for TV pickup/drop/clear
+ TV film animation proto
+ Reworked Room Selector System
- Making progress but redundant stuff since a while

Kolo

Dev:

Kolo Dev

Tools:

Unity, Blender, Photoshop

+ Started working on the first custom 3D assets
+ Made almost all modules for foundations, walls and roofs out of logs
+ Made hay roof covering modules
- Spent a lot of time figuring the grid for modules and the style of all buildings

Bowing Game

+ Made thieves run away when scared off
+ Customers all walk back to the spawn point after a game over
+ Menu system and key rebinding seems to be working
+ All time high score gets saved correctly.

Entropy

Dev:

Entropygamedev

Tools:

Gamemaker Studio, GraphicsGale

Web:

entropy-game-dev.tumblr.com

+ My first release ever! A front end to my dungeon generator that anyone can use
- Now I have two projects, the dungeon generator and the actual game

Monospaced Lovers

Dev:

Scarlet String Studios

Tools:

Unity, GIMP, Inkscape, Krita, Audacity

Web:

twitter.com/scarlet_string

+ Done with DD21 bugs
+ Added some UI polish
- Lost some time to mundane save/load issues
- UI/UX design is still difficult

Cat Labyrinth

Dev:

Azebu

Tools:

Unity, GIMP, Blender

Web:

twitter.com/AzeSoft

+ Added one new ability for each existing class (aiming for 5-6 for next demo)
+ Working on mouse support in combat, after getting asked about it a lot
- Spent half the week away from home

Slashy Game

Dev:

Azebu

Tools:

Unity, GIMP, Blender

Web:

twitter.com/AzeSoft

+ Started the project
+ Movement feels good
+ Moving platforms
+ Attacking
+ Got a character model from Square
- This might've been a bad idea

Frisbee

Dev:

Dino

Tools:

Unity

+ Added a Scoreboard
+ Fixed a bug regarding player position
+ 2 Player possible
- had exams last week

Generic Zombie Shooter - Redux

Dev:

Generic Dev

Tools:

Java, Slick2D, Aseprite

Web:

twitter.com/packetpirate

+ added melee weapon class
+ added machete
+ added boss health display to HUD
+ powerups now display text explaining what they give you
+ weapons are now automatically equipped when you buy them

Type Knight

Dev:

chaikaDev

Tools:

gamemaker studio 2

Web:

typeknight.com

+ changed color scheme
+ improved bats
+ switched the moon's direction

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

Unity, Visual Studio, Blender, Substance Painter, Photoshop CC

Web:

hypertensiongamedev.tumblr.com

- To make armor swapping work between the two armors, their rigs had to be the same, so I had to go and fix the 1st armor's rig
- Editing the rig meant having to edit all the animations made with that rig (54 of them)
- Learned Blender Python API to automate fixing all affected animations
+ Incidentally made a Python script that simplifies batch exporting of animations to FBX for me

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Created a system to pass information between cards and actions
+ Created special on-draw status effects to make persistent effects
+ New cards utilising this functionality

Library Game

Dev:

Raflos

Tools:

Monogame, Krita, Paint.net, Tiled

Web:

raflos.itch.io
raflosgamedev.tumblr.com

+ Stage transitions and player spawn points
+ Collectable items
+ Improved objects class structure a lot
+ Improved the collision logic a little
- Somehow I screwed up animations so that they reset to frame 1 when they shouldn't

Leave Nun standing

Dev:

Nun Dev

Tools:

LibGDX, Aseprite

+ Implemented second NPC, tanuki girl.
+ Implemented a hurt state for the player character
+ Reimplemented an attack that got removed in refactoring a few weeks ago.
+ Some character design - Dullahan Boss Character
- Audibly "what the fuck?"ed at my own code for 30 minutes.

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

+ Shooting mechanic done; camera was reworked to accommodate the shooting mechanic.
+ Few changes to the sound effects i've made; i also added a little bit of randomness to the SFX (pitch randomly changes).
+ - Second level still not complete;
- I removed the third thruster that I've made; the thruster conflicted with the main ideia of the game: freely move your car through air and ground. But i will probably rework the thruster ideia to place it in some levels.
- Got references to draw the game characters, but still haven't start to drawn them.

R3

Dev:

anon

Tools:

Essentia, Unity, Blender, Inkscape

Web:

suddeninsightdev.tumblr.com

+ added more enemies & behaviours
+ working level gen
+ basis of a tileset system in place
- still in placeholder limbo
- still intend to be in placeholder limbo until I absolutely have to commit to a visual style

Send Me to Hell

Dev:

HellDev

Tools:

Godot, Aseprite, Github

Web:

twitter.com/helldev1

+ Death Animations
+ Music
+ Sound Effects
+ Damage much more consistent for enemies and player
+ Attack Sprite in correct place
- Multiplayer absolutely ruined
- Not even close to demoday ready
- Exe version doesn't work anymore (?????)

Rescue Squad Omega

Dev:

CriticalScrewUp

Tools:

Unity, Adobe Illustrator, Audacity, FL Studio 20

Web:

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

+ Improved hotkey functionality (not finished yet)
+ Automatic system for keyword highlighting, even with variants... no more handcrafted color tagging in stringboxes
+ Added tooltips for the cards in your hand, because of feedback
+ Added a button that shows the pile of destroyed cards, because of feedbar (not sure if it is in a good position yet)
+ Engine trails of background spaceship now also go zoom zoom
+ Added settings for everything that needs settings, including keybindings
+ Spruced up the settings screen and made everything safe to PlayerPrefs now
+ More Bugfixes, like every week
+ Made the map more splitty (more path switching opportunities) and allowed for 3 way splitting sometimes
+ Added 1 new Card
+ Added Art for 3 Cards
+ Added Art for 1 Event
+ Added 1 new ability effect
+ Changed some colors around
+ Added Indicator Trail animation when Discard is shuffeling back into Draw
+ Improved Overdraw handling
+ Added a sun to the background possibilities
+ Added targeting frame to player ship for things that target the player
+ Added in-game "pause" (does't pause) menu
+ Improved wording on all cards (still not perfect)

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Positive reception from CBT so far
+ big sweep of bug fixing
+ slight rebalances on normal mode
+ More hard mode
+ redid the tutorial, it's actually interactive now and journalist friendly
+ redid several menus
+ reformatting text to repair for more localization
+ more sekrit stuff

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Started porting over Static Meshes, they now render, collide, and take damage
- Nothing last week, bought a car and played too much Endless Legend

Project TUSSLE

Dev:

digiholic

Tools:

Unity, Python

Web:

projecttussle.com

+ Added in system for undo/redo in character builder
+ Set up MVC architecture for builder to keep managing data sane.
+ Drop Down menus now properly pull down a menu and set themselves based on what the model says should be visible.
- The action panels that correspond to the dropdowns aren't properly hiding themselves just yet.

Atavism

Dev:

StevenZ_Dev

Tools:

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

Web:

twitter.com/StevenZ_Dev

+ Fixed a bunch of sight bugs and refactored more stuff.
+ Bird is able to suss out and search around hiding places based on easy-to-place nodes.
+ Bird transitions to "seeking" after landing, going from hiding place to hiding place looking for the player (or other hiding prey).
+ Bird transitions to an attack state upon spotting prey where they approach and attack with a bite.
+ Animated a lot of this.
- Realized using IK on these things is gonna require a lot of home-grown solutions or a pricy asset.
- Gonna lose my recap streak because I'm going on vacation this week. No work for me.

Kick-in'

Dev:

Kickindev

Tools:

GMS2

Web:

kickindev.tumblr.com

+ PROJECT MAY NOW FINALLY HAVE AN ARTIST! Hopefully this will means many new sprites to come and less placeholders overall.
+ Got first new sprites in over a year: A swanky new fighting ring. Along with the new ring came a re-writing of how the ring's movement code has been handled, and the fighting ring floor now has a more convincing pseudo-3d effect.
+ Enemy now has support for reactive guard and hurt states that can remember what they were doing before you were punched them. This means that the AI is now capable picking up dropped combos if you smack them in the middle of them.
+ More states for Tonfa: The first of her rapid strike combos is now implemented. The groundwork has also been laid for almost all of her remaining offensive kit.
+ Many misc hitbox and frame data tweaks
- I lost my recap combo multiplier

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Finished the first boss
+ Decided that since I removed some spells, I'll add secondary versions of each spell for the variety that was lost.
- Been sick, slow progress lately

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

- still haven't got a solution for loading/saving
+ realized I can just skip this and do it later
- can't skip it because of my low grade mental problems

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ Streaming tiles + aligning map to new tiles
+ Most PC controls, now VR is not required, can combine vr and pc controls
+ Better filtering of satellite data
+ Planning generation of vegetation and textures for roads and fields
+ [E] More WWise work