August 2018 (Week 4)

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ finished third map,
+ missions
- advanced sounds,
- intro, mission screen, title screen

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Gamescom healing
+ Had some of these super secret meetingsā„¢ you always read about
- Don't think they'll go anywhere though
+ Fixed some of the gameplay bugs this morning (the bunnyhop meta)

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ re-planned progress on a trello board
+ modelling progress on the two enemies I'm working on, silhouettes are almost complete
+ made an actor that saves the position of a bone through an animation
+ melee raycasting will now always cast the same thing
+ can also use that for some vfx
+ made some placeholder textures for level blockout
- UE4 jam was a fucking failure
+ learned some stuff though

Petite Witches

Dev:

Dwarfdev

Tools:

Godot, Krita, Clip Studio Paint

Web:

twitter.com/DwarfDev

+ Implement proper scrolling levels
+ Slowly constructing new level
+ Slowly adding level graphics

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Enemies now have proper animated deaths again
+ Animation system now supports loops, single-runs, and infinite looping, as well as queueing up new anims
+ Did a bunch of refactoring

Space dungeon

Dev:

boomer

Tools:

C/SDL

+ added an entity component system to the game
+ added a look around mode
+ map generated from rooms
- items
- enemies

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Looking at setting up a repo for my work.
+ Downloaded a new input manager.
- Said input manager broke Unity and reset all my inputs.
- Other problems.
- Gonna take a while to fix, so Demo Day ain't happening for me.

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Furniture Spawning [X]
- Hacking Minigame [X][_][_]
- Furniture Loot Gen [_]
- ree

Passionheart

Dev:

PinkNyao

Tools:

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

+ Refined treasure chest system. No longer have to enter parameters per chest, can just plug an item into the chest and that is what it contains.
+ Drew a lewd sketch of the protagonist (is that even progress?)
+ Finished nude and model sheets for Eileen Passionheart (the protagonist)
+ Started sculpting Eileen in Zbrush.
+ Implemented door system. The door system is set up where a door can be unlocked, uses a key, or uses a switch. Use of keys still need to be tested, but an inventory system needs developed first.
+ Learned how to access and change values on dynamic materials. This will prove useful for lights and other materials.
+ Learned how to create a basic glass texture.
+ Currently working on inventory system.

R3

Dev:

anon

Tools:

Essentia, Unity, Blender, Inkscape

Web:

suddeninsightdev.tumblr.com

+ orthographic references drawn up for a few things
+ did some early work on a model for one of them
+ read a lot about texturing

Entropy

Dev:

Entropygamedev

Tools:

Gamemaker Studio, GraphicsGale

Web:

entropy-game-dev.tumblr.com

+ More inventory work - sorting items, filtering items, dropping items. Oh, and I got a damage formula I'm happy with!
- I'm looking forward to the battle system too much, which is making menu work feel slow in comparison, even though I like doing data manipulation!

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Workeable map system, including map maker
+ Almost finished ability to load new maps properly
- Still need to figure out things stuff like how I should display characters behind walls and making non-hex walls
- Started to get to the point where it feels like I'm fighting spaghetti

Rescue Squad Omega

Dev:

CriticalScrewUp

Tools:

Unity, Adobe Illustrator, Audacity, FL Studio 20

Web:

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

+ The crew list at the top can now hold more crew than fits on the screen via buttons to browse through them
+ Added Cargo system (basically 1-time use cards in a box you can use whenever you want, to smooth out frustrating difficulty spikes)
+ Made the cargo system fit in with the UI
+ Added 7 cargo boxes
+ Added Art for 7 cargo boxes
+ Added 2 new cards
+ Added support for multiple ships with different starting decks and characteristics
+ Tweaked the settings UI and added an option for fewer tooltips (only main tip -> Expert Mode)
+ After days of on and off searching for it, finally found a bug that made go into idle mode sometimes

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Fully finished up service UI, diagnoses and repairs specific stuff now
+ Wrote up additional descriptions for ships, only 100 to go now.
+ Redid asteroid generation code for exteriors. No longer just a dumb ring model with a texture slapped on but an actual field of stuff
+ Redid asteroid generation code for deterministic asteroids. Can move much faster and have little to no lag spikes, especially when transition to new grid sectors
+ Added in distant impostors for asteroid fields, which are non-deterministic models designed to make the fields seem thicker than they are
+ Gave it multiple varieties of generation: bubble, ring, and cube
+ Redid nebula graphics. Textures are now all original, and exterior billboards are much thicker to give it the cloud the illusion of more depth
+ Fixed issues where ships would still try and talk to you to tell you about their day even if they no longer existed
+ Fixed issue where selling equipment wouldn't pay the player

Atavism

Dev:

StevenZ_Dev

Tools:

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

Web:

twitter.com/StevenZ_Dev

- Coming to terms with the impact this semester is gonna have on my dev time
+ Tweaked bird head height when peeking into crevices
+ Planned a take-off system for the bird
+ Made a takeoff animation in blender

Project TUSSLE

Dev:

digiholic

Tools:

Unity, Python

Web:

projecttussle.com

+ Fighter attributes now editable
+ Action properties now editable
+ Actions can be copied, deleted, created, and modified
+ All changes reversible with Ctrl+Z, even deleting and creating
+ Builder now saves fighter and action files as JSON

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ Add explosions
+ Add hp bar and some enemy indicator changes
+ Changes to AI + collision
+ [E] Weapon sfx

FF7 Fan Mod

Dev:

Kada

Tools:

UE4, Blender, Various FF7 Tools

Web:

ff7fanmod.tumblr.com

+ Added dll injector project
+ Adding test application for injection
+ Designed shared memory solution for copying frames between UE4 and FF7 engine
+ Memory scanned for render loop / battle game loop entry points

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Don't rot environment before player has reached expected wealth. Otherwise players would spend 80% time in shit looking environment. Stop spawning food and enemies after reaching that wealth.
+ Whirlpools only become forced after player has collected remaining enemies and food
+ Made wicked sick scrolling flame shader which is used for our main menu pastebin.com/dRNj0EBQ pic related
+ Working on 4th boss, Advena

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Pretty much finished the entire outdoor area's except the one leading up to the earth town
- Found out you have to wait a full month after paying steam directs fee to launch your game, so it won't be out till atleast Oct. now.

fE

Dev:

rocksfire, exndl, RF

Tools:

unity, blender

Web:

twitter.com/exndl

+ UI menu's
+ Character Animations started
- spent way too much time fixing weight paints
- key config isnt playing nice

Magi Prota

Dev:

Covalent Bonds

Tools:

unity, photoshop, audacity

+ fleshing out the dialogue with the first npc, making sure everything is smooth and doesn't break from doing something slightly out of order
+ working on enemy AI
+ adding some polish, effects, sounds, etc. Trying to make it look pretty
- code makes several checks to see if a reference is null, but still getting thrown null reference exceptions
- the dialogue / quest system is not very coherent and kind of a pain in the ass to build on. I'll probably want to build a smoother system for future NPCs after I finish the tutorial area