July 2018 (Week 4)

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ TV film animation proto
+ Cleaning some code
- TV placement bugs again ree
- Major bug in the core spawn mechanic
- Major deving Slowdown inbound

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ Fixes for map based warping
+ Tile based streaming for terrain
+ More work on water shaders
+ [E] Projectile sfx

Rescue Squad Omega

Dev:

CriticalScrewUp

Tools:

Unity, Adobe Illustrator, Audacity, FL Studio 20

Web:

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

+ Learned some basic music theory
+ Made 1 Song (it's probably shit)
+ Added MusicManager to manage all those ONE songs
- Changed the 1 Song again and again and again until 1 person did not hate it
+ Fixed some bugs
- Made some new bugs
+ Added 1 new crew member +art
+ Added 1 new enemy +art
+ Some code cleanup
+ SCT now uses a queue instead of putting everything on the screen willy nilly
+ Buffbar now indicates when certain buffs trigger
+ Various improvements, too small to list
+ Gave sectors a randomly generated flavor name

Frisbee

Dev:

Dino

Tools:

Unity

+ Did some refactoring
+ Added a move to charge the throw

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ DualShock 4 supported added fully
+ Made some sprites for lives
+ Added additional text letting the player know when they've hit a checkpoint
+ Other tweaks
- Some bugs when using a controller
- Need to refactor some stuff
- Not sure if I should update to the most recent version of Unity, I'm currently using 5.6.1
- Gonna take a few days off

Kolo

Dev:

Kolo Dev

Tools:

Unity, Blender, Photoshop

+ Made multiple units properly work on the same task without interference
+ Basic construction workflow with placeholder building
+ Made a universal logic for all entities that may have UI
+ Procedural entity UI

Generic Zombie Shooter - Redux

Dev:

Generic Dev

Tools:

Java, Slick2D, Aseprite

Web:

twitter.com/packetpirate

+ added melee weapons: Machete, Bastard Sword, and secret weapon
+ added weapons: Revolver, MP5, Hunting Rifle, AWP, Crossbow, Molotov, Stinger Missile
+ boss health bar during boss waves
+ projectile penetration

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ still working on the last map, the system of achievements
- advanced sounds, some GUI

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Naming pass on all star systems, as well as an asteroid and nebula sound/generation pass.
+ Fixed more and more multiplayer issues, finally smoothed out other ships, thanks Deepmind!
- Still needs a low pass filter applied to fix some edge cases of jitter
+ Fixed issues in multiplayer where NPCs wouldn't switch targets properly
+ Added in NPC idles, they can chatter amongst each other while just flying around
+ Redid rendering code for both asteroids and distant suns, asteroids now sync properly in multiplayer, no longer have transparency issues, and suns can be viewed in distant nebulas
+ Added smuggling mechanics. Police now scan you for contraband, but contraband can be hidden in smuggling compartments that serve as a buffer against scans.
+ Navmap now displays any connections between star systems the player knows about
+ Gutted and redid the save system, still a WIP
+ Added code to better handle player disconnects, especially in regards to party mechanics
+ Multiplayer synchronization for some misc. projectile stuff
+ Fixed case where players couldn't see each other after respawning
- Has broken some aspects of particle effects, will be fixed next milestone
+ Added new boss abilities: able to override music and do bonus collision damage, or spawn special effects while fighting them
+ Blackhole effects added: they now suck players in if they're close and if they reach the event horizon it can warp them to... somewhere. Probably going to make this require a special item to survive unstable jumps.

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ Working on a new model for an enemy
+ Wacky wavey missile swarms
+ Cleaned up the code for the camera so it's easier to tweak
- practicing more than I am making assets

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Main part of title screen done, working on options section now
+ Figured out some things with the camera; screenshake can now work in fixed camera locations
+ Various fixes to the GUI so the new internal resolution can work, and for it to not care if the internal res changes for whatever reason (like fullscreen without blackbars for different res monitors)
+ Fixed an issue with stretching pixels in fullscreen and borderless window mode
- The GUI work is limitless, and mostly boring stuff that's hard to show

Slashy Game

Dev:

Azebu

Tools:

Unity, GIMP, Blender

Web:

twitter.com/AzeSoft

+ Created UI
+ Got another model from Square
+ Pause menu
+ Did some optimizing
+ Early textures
+ Made a first zone
+ Added two enemies with AI
- Suffering from heat and terrible life choices

R3

Dev:

anon

Tools:

Essentia, Unity, Blender, Inkscape

Web:

suddeninsightdev.tumblr.com

+ more first pass models
+ lots of design to generate more concrete goals
- not much coding
- discovered that lighting and procedural generation don't play nice
- critical mass of spaghetti, shit needs untangling

memepixel action adventure

Dev:

n/a

Tools:

C++

+ still behind the scenes work
+ did some tests with pixelling, will be tough
- considering switching to plain C for comfy

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Refactored tooltip system so it's automatic and cards don't need to be manually tagged
+ Added tooltips for cards generated by other cards
+ Added about 10 new cards
+ Added the first enemy model
- Animations need some work to fix alignment
- Animation system needs to be refactored to work properly with multiple animators

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Static Meshes once again reskin when taking damage
+ Fixed a bug in hashtable lookups where an early-fail check didn't take into account entries that had been occupied but weren't any longer
+ Started porting Debris system for shattered glass and ejected brass, will now have Continuous Collision properly set up