August 2018 (Week 1)

Kolo

Dev:

Kolo Dev

Tools:

Unity, Blender, Photoshop

+ Made construction progress and building tasks UI
+ Various tweaks to the construction process
+ Made LODs for all building parts
+ Added more building parts

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ putting togather the last map, the system of achievements
- advanced sounds, some GUI, missions

Definitely NOT Stardew Valley #1111

Dev:

Neksal

Tools:

Unity, Blender, Krita

+ Came back after 2 months of no progress
+ Refactored code so it's more readable and modular
+ Basic planting system
- I'm bad at being consistent and I can't use a job anymore as a bad excuse to not dev
- I'll ruin everything when LD happens.

R3

Dev:

anon

Tools:

Essentia, Unity, Blender, Inkscape

Web:

suddeninsightdev.tumblr.com

+ handful of optimisations across the board
+ improved beat indicator accuracy
+ started a proper priority queue system to minimise blocking when enemies move in lockstep

Cat Labyrinth

Dev:

Azebu

Tools:

Unity, GIMP, Blender

Web:

twitter.com/AzeSoft

+ Bosses spawn conditions can now be checked in town
+ Working on row system and a new ranged class, main problem is making things look clear and understandable at a glance
- Replaying some games from the genre to get a better look on certain aspects

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Static Meshes once again make noises when destroyed
+ Debris is back: ejecting brass, discarded magazines, shattered glass
+ Radial Damage ported, you can kill yourself with rockets again
- Got terrified by a sudden and consistent huge drop in performance
+ Turns out my frame limiter was just causing busy-wait loops, it will now simply advance to the next frame if there isn't enough time to do a proper sleep(), back to buttery-smooth 144 FPS

Entropy

Dev:

Entropygamedev

Tools:

Gamemaker Studio, GraphicsGale

Web:

entropy-game-dev.tumblr.com

+ Smashed out a new graphics system thanks to some extremely helpful feedback and suggestions - graphics are completely modular now!
- Now I'm back to doing boring stuff like my inventory, get choices working, and set up the battle system's state machine

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added all remaining fighters for players to fly
+ Sound passes on jumpgates, cargo collection, thrusters, wormhole tunnels, and blackholes
+ Added screenshake under certain conditions: taking heavy hull hits, large explosions, using thrusters
+ Fixed longstanding issues with the music and sound system, allowing them to properly override or change volumes
+ Game now saves options across session
+ Redid UI to be glowy and partially animated, still a WIP
+ Added support to UI for different resolutions
- Resolutions having a weird issue where setting it seems to scale off the previous resolution (IE setting it to 1920x1080 when you started it at 1600x900 sets it to 1600x900, setting it to 1600x900 sets it to 1280 x 720)
+ Added running news stories and UI to stations
+ Synchronized docking states across player sessions: players can now see each other docking with things like jumpgates and such
+ Synchronized headlights across player sessions: other players wanted to be able to shine lights on one another
+ Added improved formation mechanics: NPC ships have taken flying lessons and stay in formation much smoother, and players in formation will jump with each other if close enough
+ Space trains now honk at you

Rescue Squad Omega

Dev:

CriticalScrewUp

Tools:

Unity, Adobe Illustrator, Audacity, FL Studio 20

Web:

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

+ Added turn indicator
+ Added sector indicator (with random name generator in it)
+ Added 2 new enemies
+ Added 1 card art
+ Added 3 cards
+ Gave the first elite enemy some intelligence and new and better abilities
+ Some refactoring
+ killed a lot of bugs I made by refactoring
+ Internal changes from custom property drawers to Odin inspector attributes
+ more small polish here and there
+ Added a buff/debuff indicator animation thing

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Arcade mode congrats/game over/credits screens
+ Survival Mode
- Still no demo/exhibition mode
- I really wanted that exhibition mode
- I don't have a Gamescom demo, but maybe something will work out...?

Atavism

Dev:

StevenZ_Dev

Tools:

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

Web:

twitter.com/StevenZ_Dev

+ Had a nice week's vacation, moved into new apartment
+ Felt like casually rewriting the whole FPS controller with a rigidbody from scratch, planned it out
+ Movement, jumping, sprinting are implemented
- Feel like an idiot wrestling with making basic movement feel good
+ Movement feels good
+ Player can sort of walk over small objects just fine
- This is taking longer than expected

Petite Witches

Dev:

Dwarfdev

Tools:

Godot, Krita, Clip Studio Paint

Web:

twitter.com/DwarfDev

+ New battle animation
- Got lazy again.
- Spent most time drawing fanart instead of game art. Learned something here and there though so maybe it's a +

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Programs can require/make calls to DLLs which can be injected with stuff
+ Boot splash, login screen
+ Programs can be IFileOpener and be called on to deal with OpenFile requests (OS opens files of type Executable for example)
- Mom asked me to move out by October

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

- on some weird coding hiatus,
+ but found the start of a solution,
+ and developing Art & Eventing via a "Broject"
+ Art: Flower, Grounds, D-Water, House
- I don't post fun progress enough

Magi Prota

Dev:

Covalent Bonds

Tools:

unity, photoshop, audacity

+ started this project
+ got basic fps mechanics, can shoot spells and punch
+ got the lowres look
+ simple enemies can be damaged and killed by both kinds of attacks
- swapping attack types during the animation causes the hand sprite to vibrate when it returns to idle

Generic Zombie Shooter - Redux

Dev:

Generic Dev

Tools:

Java, Slick2D, Aseprite

Web:

twitter.com/packetpirate

+ weapons are now restricted by level and are spawned in the shop randomly when the player levels up
+ added new enemy type: Starfright - enemy that rapidly charges you, but can be slowed by the flashlight, and then explodes like a flashbang, causing blindness and ear-ringing deafness for several seconds
+ added new enemy type: El Salvo - an enemy that charges the player and explodes when within close-range. The explosion is lethal to the player.

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ Experiments with warp effect shader, using a tunnel warp for now
+ Setup IK for pilot/gunner hands
+ Moved engine to 4.19 for plugin compatability reasons
+ [E] Projectile sfx

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Player progression tweaks to make it stay longer in levels
+ Updated Zooid and breed descriptions
+ Add Advena breed boss which only grows weapons which face the player and ungrows ones that do not
+ New Advena environment looks and environment shader which lights up when player is nearby
+ Updated boss spawn effect and added sound to it

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ More animations
- Having a serious struggle setting up the animation system correctly. It's getting tons of weird timing and blending issues