August 2018 (Week 2)

FF7 Fan Mod

Dev:

Kada

Tools:

UE4, Blender, Various FF7 Tools

Web:

ff7fanmod.tumblr.com

+ figured out model/texture/battle map extraction tools
+ some planning for scope, looked into game and ai scripts

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ Moving to "smart objects" model for gunner and pilot seats, where objects drive the AI animation state to some degree
+ ai head lookat
+ tweeking truesky settings for engine update
+ reworking ai state machine, simplifying
+ [E] Added more actors/assets to block in sfx

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Added a couple of custom inspector scripts so I don't have to make hard-coded arrays of stuff
+ Updated Unity and all of my code worked
- MonoDevelop is no longer supported natively, but I can still use it by manually adding the scripts to the project
- One of my custom inspectors isn't working the way I want because I want to display nested arrays of custom object types. And if anyone knows a way to get that to work please let me know.
- I got sick again later in the week.

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

- fucking woops I actually don't get topology that much, fuck hips and shoulders
+ implemented back the bendy raycasts
- need to figure out a way to create a single, continuous sheet of particle if I want it to work
- uuuuh

Generic Zombie Shooter - Redux

Dev:

Generic Dev

Tools:

Java, Slick2D, Aseprite

Web:

twitter.com/packetpirate

+ new enemy type: The Prowler
+ gave the Aberration a tentacle attack that paralyzes and damages player
+ improved Stitches' aiming of his hook to make it easier to hit the player
+ added Taser weapon: paralyzes enemies for a few seconds
+ added damage types to each attack in the game and gave each enemy status and damage immunities
+ many, many bug fixes
+ released version 1.2 on itch.io!

memepixel action adventure

Dev:

n/a

Tools:

C++

+ trying some pixelling, fuck I'm bad at this. might have to go even more meme to get shit done with animations and all
- thinking of going dx11 instead of opengl after all

Atavism

Dev:

StevenZ_Dev

Tools:

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

Web:

twitter.com/StevenZ_Dev

+ Pretty much done rewriting the FPS controller from scratch. Rough terrain was the hardest part but it's working great now (not perfect) and everything else relating to player movement was easier when physics-based.
- Had to spend money on FinalIK to get generic IK support without tons and tons of work.
+ The functionality and extra goodies in the package is astonishing and well worth the purchase. I'm in love with using it.
+ Bird now looks at the current target when it's visible
+ Bird now tracks it's head independently from it's body when making an attack, livening up and making it functional.
+ Bird keeps his feetsies on the ground at all times.
+ Crude implementation of the player body+legs model for first-person leg animation action. Probably gonna put this on the backburner.
+/- I was getting real fuckin tired of working on this bird (and still want to move on) but IK just really makes everything easier/cooler. Hopefully it can solve footsliding too.

Petite Witches

Dev:

Dwarfdev

Tools:

Godot, Krita, Clip Studio Paint

Web:

twitter.com/DwarfDev

+ I bravely ignored Ludum Dare and devved my project instead
+ battle code refining
+ item list for battle refactoring
- slow progress overall again

Top down action adventurer

Dev:

Daiweasen

Tools:

Unity, Blender

+ made the base game for the past week or so, hopefully I can submit for the next DD

Rescue Squad Omega

Dev:

CriticalScrewUp

Tools:

Unity, Adobe Illustrator, Audacity, FL Studio 20

Web:

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

+ High res upgrade to the buff/debuff icons
+ Reworked multiple card functions
+ Changed lightning attacks to now do random damage in a defined range
+ Added 5 new cards
+ Added 3 new card art
+ Added 1 new attack type Ion Damage (triple damage to shields)
+ fixed soooo many bugs, holy shit why do I keep making new ones
+ did some balancing, even though it's way too early to do balancing
+ more refactoring, now separated all crew related things from the game manager into a crew manager
+ Event (?) Sectors can now contain battles, hidden shops, repair stations or crewman to rescue besides normal events
+ Added "art" for another space station, so repair and trade look different
+ Now all enemies have a brain and are much smarter when choosing abilities (but not too smart either)
+ slightly improved controls
+ sector now starts with easier enemies and gets harder as you move on, less frustrating to not be roflstomped in the first fight
+ spruced up the title screen a bit
+ added 2 new visual effects for cards/enemies abilities
+ Game now collects stats about everything you do or is done to you in a turn/battle/run, to be used for card/crew conditions and scoring
+ Support for multiple levels, just need more content now

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Started rewriting present core mechanics
+ Furniture Spawning [X]
- Hacking Minigame [_]
- Furniture Loot Gen [_]
+ Better loading perfs when entering a house
- PLAYED TOO MUCH MHW

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Text finalized for translation
+ stage 2 and 3 hardmodes done
+ back end and leaderboard stuff
+ console dev is a go
+ roadmapped out from now to release
- was kinda sick over the weekend

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added a server browser and master server list, while separating out code to allow for better hosting and server control
+ Redid saving system to take advantage of the lovely binaryformatter, saves now save additional states like cargo, loadout, factions, etc.
+ Fixed a bunch of code with the navUI, which can now properly set waypoints, a function that was cut a while back
+ Improved navigational code, ships have 6dof avoidance against asteroids and will make attempts to turn and better navigate their environment when docking
- Still a bit awkward
+ Restored functionality of contextual color UI.
+ Fixed some longstanding UI issues relating to input
+ Fixed issues where screenshake would last forever if hit while thrusting
+ Added in a player and group list UI, not sure what I want them to have so they're still a WIP.
+ Added more conversation options between NPCs
+ Added mission sharing: in multiplayer players in the same group will be able to share missions together
+ Redid mission code somewhat to be more efficient and allow for better variation
+ Implemented more asteroid types; ancient mines, old mines, Kaon's mines, donut asteroids, and glowing crystals
+ Also added in space mushrooms and space barnacles, but those aren't really asteroids
+ Added in laser beam weapons, for traps, bosses, and big ships
+ Added in new music
+ Redid object table code to better track IDs, mostly a background thing for the saving system
+ Redid quest accept UI, still a WIP but it's animated and much juicer, rather than the basic shit I was doing because people's dicks really get hard over overly animated quest accept screens.

Project TUSSLE

Dev:

digiholic

Tools:

Unity, Python

Web:

projecttussle.com

+ Fixed an aggravating bug causing scrollbars to disappear by changing all code that disabled panels to instead attach them to a different parent that's so far away it can't affect anything.
+ Called this process of disabling a panel "Banishing them to the Shadow Realm" and I thought that was pretty clever

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ final touches on the third map,
+ almost done with system of achievements
- advanced sounds,
- intro, some GUI,
- missions

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Got animation system working
+ Actually works better than expected in a couple of edge cases
+ Started working on second enemy

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Fixed a bug where gun model inertia would apply last mouse position when unpausing, causing a weird jerking motion
+ Started reimplementing enemies, they collide and animate but don't have any AI and don't take damage just yet

Kolo

Dev:

Kolo Dev

Tools:

Unity, Blender, Photoshop

+ Added some ramps, ladders and railings
+ Tried various building designs with modular parts, tweaking the parts in process
- Not sure what lumbermill and bunkhouse designs I should go with
+ Researched how to update navmesh during the construction process
- Shot myself in the leg by trying Unity 2018.3 preview, and doing some progress on that branch, not being able to revert back without issues
- Got sick
- Played similar games for inspiration and war thunder to kill time

Knight & Witch

Dev:

Squaredev

Tools:

Unity, Blender, Krita

Web:

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

+ Made good progress on th dialogue system
+ branching dialogue and events triggered by dialogue are in
- implementation is not perfect, will need to rework it slightly at some point
+ Took a break to enter LD 42, which was a success
+ Three weeks to Demo day, time to add more features and content!

Ghost Knight Victis

Dev:

Anomalous Underdog

Tools:

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

Web:

hypertensiongamedev.tumblr.com

+ Fixed the foot sliding in the move forward animation
+ Started working on turning-around-in-place animations

Cat Labyrinth

Dev:

Azebu

Tools:

Unity, GIMP, Blender

Web:

twitter.com/AzeSoft

+ Coding the row system and adjusting UI for it
+ Did some number balancing, it's still bad but much better than last demo day
- MHW week
- Old screenie because not home

R3

Dev:

anon

Tools:

Essentia, Unity, Blender, Inkscape

Web:

suddeninsightdev.tumblr.com

+ doors that work
+ more AI controller variations
+ stage progression mapped out

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Demo mode
+ Watch mode
- Participated in Ludum Dare
- Not finishing my Gamescom DF17 trailer, master's thesis presentation ate too much time
- Something's gotta give, and I'd rather have it be a trailer than a demo/game

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Update Sea levels with new sprites and fancy corals
+ Rework how Muck Zooid works. It now spits a ball of goo which explodes on contact, leaving a puddle of slowing goop
+ Add "Cinematic" mode for various transitions, which disables input and UI
+ Give +5 HP to player's head
- Everybody hates forced level end with whirlpools. We're exploring ideas how to fix this. First thing that we totally need is to properly tell the player that level is being progressed through changing how environment looks, from colourful to desaturated and rotten.
- Boss design is hard

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Got a lot done lately, which is awesome
+ Finished the intro scenes as to where you can start exploring
+ Figured out all the alternative spells on paper
- Getting kinda chubby