August 2018 (Week 3)

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ Fix for warp shaders
+ Fix for pilot lookat target
+ Rewriting flight AI, added basic collision avoidance, adding more air to air avoidance
+ [E] Weapon sfx

FF7 Fan Mod

Dev:

Kada

Tools:

UE4, Blender, Various FF7 Tools

Web:

ff7fanmod.tumblr.com

+ add field map prerender post process shader with custom stencil writes for painters algorithm
+ field map transitions
+ battle map loaded into engine
+ looking into dll injection for taking over render loop and battle module if necessary (backup)

Type Knight

Dev:

chaikaDev

Tools:

gamemaker studio 2

Web:

typeknight.com

+ added shader for pseudo-dynamic shadows for the background mountains
+ added config file so settings don't reset after you quit
+ new sounds from music-bro

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Process/program related progress
+ Different users get different GPU buffers (leading to remote desktop hopefully)
+ Working on terminal command parsing
+ saveing/loading finally seems done

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 [_]
+ Expect to finish 2nd box this week
- Will get bully for posting early but I'm busy

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Added some launch arguments so people can change their FPS and Vsync settings. I don't have a way of doing it in-game yet.
+ Reorganised my notes and set out priorities on stuff I want to do.
- Still working on custom inspectors.
- Doubt I'll make Demo Day.

Passionheart

Dev:

PinkNyao

Tools:

Unreal Engine 4, Photoshop, Illustrator, Blender, Substance Designer, Substance Painter, Topogun, Zbrush Core, Microsoft Excel, The Internet.

+ Scenario and maps already planned out and completed
+ Determined to need four main modes: Exploration Mode, Visual Novel Mode, Town Mode, and Battle Mode.
+ Started work on Exploration Mode.
+ Built prototype environment.
+ Movement System now working.
+ Compass now working.
+ HUD is now working, displays cardinal direction player is facing.
+ Stats Window is now working. Can open and close window with a hot key or use the close button.
+ Designed character and model sheet for main character, "Ëileen." Received lots of feedback, thank you!
+ Base interaction system working, can investigate chests and obtain their contents with just the press of a button.
+ Stat Window can reflect changes in real time from interacting with objects that change data.

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ almost done third map,
+ finishing missions
- advanced sounds,
- intro, some GUI, title screen

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added redone dialogue system which allows for branching dialogue and control in the actual conversation (like starting quests, affecting faction reputation, adding items)
- Still needs camera controls
+ More progress on the saving system, also fixing some issues when teleporting between systems with it. Feel like it needs a transition but a fake loading screen doesn't seem right.
+ Fully implemented new quest accept UI
+ Added additional controls to encounter fields, which also fixes ships overspawning
+ Fixed issue where ships would stop attacking each other in the middle of a fight
+ Added repair/restock UI. Gives you a basic readout of available services (restock, rearming, repairing), then can charge you to quickly do all three.
- Not too much progress done this week, was meeting with potential publishers

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ learning procedural meshes for some advanced VFX
+ implementing arbitrairy bézier curves
- spent more time this week working on the UE4 summer jam than I did on my game

Knight & Witch

Dev:

Squaredev

Tools:

Unity, Blender, Krita

Web:

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

+ Reworked the way attacks and weapons are handled in code
+ This opens the way to character progression and weapon switching, which is going to be one of the main mechanics of the game
- Racked my brain quite a lot to decide how do do this, settle on a scope and various other things
+ Managed to get everything working faster than expected (relatively)
+ Decided more or less on the scope of the demo
- Should probably work on assets but I feel like I should work on coding
- Kind of afraid that this demo will still be too similar to the first one

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Two new enemies
+ Tons of new pathfinding functionality so enemies don't just have to walk straight to the player
+ New condition stuff for more complex enemy behaviour
+ Lots of fixes I probably should have caught before now

Rescue Squad Omega

Dev:

CriticalScrewUp

Tools:

Unity, Adobe Illustrator, Audacity, FL Studio 20

Web:

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

+ Keywords can now be colored with different colors (used to show buffs and debuffs at a glance)
+ Added 3 new Cards
+ Added Art for 5 Cards
+ Added 4 new Crewmember
+ another pass at making card texts less confusing
+ more balancing (still not enough)
+ Added score/stat screen at the end, which can be easily extended using more stats
+ Bugfixes
+ Useless name generator improved. Now with more Markov chains and less gibberish
- Wasted time with No Man's Sky, a gerbil having a stroke and now brain-damage and a strained/broken foot

Atavism

Dev:

StevenZ_Dev

Tools:

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

Web:

twitter.com/StevenZ_Dev

+ Fixed up some navigation for when it's following prey in a hiding place.
+ Added some bird turning animations to be more natural
+ Made the bird adjust it's head height dynamically with IK based on it's current ground activity. Needs polish.
+/- Uni started again, so it's back to a tighter schedule and grabbing time whenever I can.

Petite Witches

Dev:

Dwarfdev

Tools:

Godot, Krita, Clip Studio Paint

Web:

twitter.com/DwarfDev

+ clean up code here and there
+ clean up project files
+ battle tuning
+ small graphics updates here and there
- not so much done again, also nothing new to show

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Exhibit mode
+ Propererer logging
+ Gamescom
- Touhou demo was about as well-received as a cat in a dog clinic (those loading times, wew)
- "Clean" demo did not cause any deeper emotions
+ Tomorrow will have more people, I'll put it up again to see what happens

Skeletal Dance Party

Dev:

J3X

Tools:

Unity, MagicaVoxel

Web:

skeletaldance.party

+ Got more music from music bro.
+ Started getting voice acting into game.
+ Add more environment props.
+ Rigged ghost boy and slimegirl model.
- A bit after in schedule, need more devtime

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ TGS demo done for pc and console
+ Stage 4 hard mode done
+ Optimized and reprogramed code for YYC
+ Added anti-cheat to stop monkeying with the socreboard (sorry anon who said he'd use cheat engine)
+ Added death bursting
+ Added options for controller vibration, deadzone, starting speed and conformation button on controller
+ More music
+ Key art coming along

Magi Prota

Dev:

Covalent Bonds

Tools:

unity, photoshop, audacity

+ fixed animation glitches
+ implemented attack equip menu with swapable melee / magic attacks
+ NPC health bars that fade in and out when close or taking damage
+ NPC interract prompts for when the player gets close
+ Dialogue & voices
+ raycasts and HUD prompt & dialogue system for easy interaction between player and new classes
+ made it feel more like a tutorial setting

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Windows build wasn't pausing on alt-tab, I had completely forgotten to write the three lines that opened the pause menu. Now it works as it should
+ Sound stuttering issues should be fixed on Windows too, though I couldn't recreate the problem myself so I'm just guessing that its going to work now
+ Enemies now take damage again

Kolo

Dev:

Kolo Dev

Tools:

Unity, Blender, Photoshop

+ Figured how to make navmesh updates when a certain part is built
+ Adopted the parts for multistory buildings
- Was away for a week, did almost nothing

Entropy

Dev:

Entropygamedev

Tools:

Gamemaker Studio, GraphicsGale

Web:

entropy-game-dev.tumblr.com

+ TONS of UI work done, inventory system, basic sorting, adding items, getting stuff from databases
- I cannot overstate how tedious I find coding the UI

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Fixed Options menu not fitting into screen
+ Added food spawners to first boss to prevent stalemates. They spawn moving food things when player doesn't have enough food for a single weapon
+ Added "Cinematics" controller which disables input and UI when cinematic things are happening, like boss spawning
+ Add environment rot effect when player progresses through level
- It's too subtle to make player aware of imminent eviction
+ Achievement system implemented to track achievements as well as report them to Steam

Cat Labyrinth

Dev:

Azebu

Tools:

Unity, GIMP, Blender

Web:

twitter.com/AzeSoft

+ Reworking random encounters, right now there are semi-random ones that you can see on the map
+ More work on combat backend
- Lack of sleep

Slashy Game

Dev:

Azebu

Tools:

Unity, GIMP, Blender

Web:

twitter.com/AzeSoft

+ Grassy tutorial stage is shaping up nicely
+ Started working on castle stage
+ Messing around with cool puzzles and platforming elements
- Still ignoring the dev aspects I'm bad at

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Got the first quarter of the outside area finished
+ Finished the intro of the game and the starting area
+ Finished the upgrade/potion shop
+ Trying for a Sept 15th release
- Stressed, but working through it