August 2018 (Week 5)

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ almost done with the title screen
+ mission choosing screen
- advanced sounds,
- intro, outro, missions description

Elemental Knight

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Got a base outline for the fire town
- Not happy with the combat, so I'm reworking it completely. Also completely re-working the control system so I can have added controller support. So it'll be delayed to 2019 now. I'll be taking a break from the game for one r two months which is fine because I wanted to really explore some idea's I had for some small games in the meantime.

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ New error screen (and new logging)
+ Loading screen is back
+ Fixed menu bug of which I'm still not sure where it's from (LD?)
+ Fixed the tiling I broke for demo 3
+ Selected/tested new demo's characters/stages
+ Wrote the new demo's story
+ Implemented 4/8 storyboards
- Still some pretty hardcore bugs in the DC version

Mech Chip

Dev:

Plutoneus

Tools:

GMS2, Aseprite, Labchirp

Web:

twitter.com/Plutoneus

+ 15 new rooms
+ 5 new enemies
+ 2 new hazards
- work and school began again

Project TUSSLE

Dev:

digiholic

Tools:

Unity, Python

Web:

projecttussle.com

+ Created a system of prefabs and data for contextual panels
+ Subactions have been reworked into a less stupid format
- Changing the subaction format means my old serialized fighters are now obsolete and thus the game is completely unplayable until I finish the builder to un-obsolete them.

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Key rebinding done; can use mouse input for some actions as well (though I can't figure out how to make mouse button 4 and 5 work)
+ Updated pause menu and now you can change game settings from it as well
+ Game porting (from 2.1.4 and GMS) is very close to finishing

Rescue Squad Omega

Dev:

CriticalScrewUp

Tools:

Unity, Adobe Illustrator, Audacity, FL Studio 20

Web:

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

+ made a new mouse cursor... wow, such progress
+ added 1 crewman art
+ added 1 new effect (just the visuals for something that was already there)
+ added 1 new card
+ buff/debuff indicators now also flash when the certain buffs/debuffs get triggered
+ slight improvements to the score screen
+ added support for cloaking on enemies
+ added new elite enemy
- too little progress because i got distracted by other shit

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Improved maps and map maker
+ Better pathfinding
+ Implemented core game loop, including encounter generation that increases difficulty over time and drafting cards
+ New enemy

Send Me to Hell

Dev:

HellDev

Tools:

Godot, Aseprite, Github

Web:

twitter.com/helldev1

+ Tileset completely reworked
+ New tile placement logic
+ New Room creation logic
+ New Enemy Spawning logic
+ Coin drops
+ Pickup vacuum
+ New knight sprite
+ New bolt sprite
+ New sword sprite
+ Figured out what was wrong with .exe (case sensitive filepaths within the exe)
- Multiplayer still hellcucked
- Demoday is so soon

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Furniture Spawning [X]
+ Hacking Minigame [X][X][_]
- Furniture Loot Gen [_]
- Shitty week
- Have music work until October

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ almost decided on the final silhouette for the grunt (missing some stuff and wings need to be remade)
+ started animating it
+ started working on another system to blend between hurt animations based on the hit received
- not currently happy with it
- decided to put away the second enemy model I had for the time being, too similar to the first one
+ did the GMTK jam
- wow big fukcne surprise, most of it went wrong, the game is bad, and it made me more tired than anything else

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added in three new jumpgate types for ancient hidden civilizations
+ Added in alien scrap, large scrap, and large alien scrap field types
+ Fixed issue where nebula texture would sometimes be cut off early
+ Added additional controls when jumping in and out of asteroid fields
+ Fixed issues where nebulas wouldn't clear while jumping in one
+ Fixed issue where vanity mode wouldn't fully disable all UI elements
+ Redid avoidance code slightly to specifically check for things that actually do collision damage
+ Added initial steps of the NPC job system, which lets NPCs select a more specific list of tasks they want to do
+ Added initial reactions of factions to players.
+ Added some ambient lighting to certain systems that didn't have it
+ Fixed issue where cancelling docking in multiplayer wouldn't reset effects
+ Added a queuing system to dockable objects: if a ship tries to dock with a dock that has another ship docking at that dock, they'll wait their turn like a British person.
+ Added ambient light to jumpgate particles, which grows and fades with the jumpgate's state.
+ Fixed issue where server browser wouldn't refresh properly
+ Server browser now displays accurate player count
+ Started on tech for volumetric lighting and godrays for suns
- Still a WIP on that front

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Added resolution dependent font scaling for Japanese. Font rendering scales with window resolution rather than sticking to 480p like the rest of the game, ala Cave Story (can be turned off)
+ Updated Japanese, added Spanish and French translations
+ Added Nintendo and Sega button prompts
+ Button prompts now comply with TRC
+ Rejiggered several menus to play nice with verbose euro languages
+ Achievement icons done
- Languages are a fuck, required a lot of backend tinkering

Passionheart

Dev:

PinkNyao

Tools:

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

+ Fixed a bug in the UI where the mouse cursor disappears when a window is closed, but another window is still open.
+ Added keys functionality to door system. Doors can now be locked and only opened with the appropriate key entered into the appropriate key slot.
+ Added a message to inform the player when using a key that nothing happens unless they are at a keyslot.
+ Added one way doors. These doors can be opened from one side but once the player step through them, they close and lock automatically, preventing the player from going back unless there is an alternate path that allows backtracking. If the player does go back to the other side of the door, it unlocks again.
+ Learned how to implement illusionary walls.
+ Currently working on movement for when the player is on ice and learning how to create material functions with Blueprint.

Petite Witches

Dev:

Dwarfdev

Tools:

Godot, Krita, Clip Studio Paint

Web:

twitter.com/DwarfDev

+ Implemented proper interaction with world objects
+ Added new objects, code and graphics
+ Slowly constructing levels

ProtoCorgi

Dev:

Hearto

Tools:

Godot, GDScript, Aseprite

Web:

kemonogames.com

+ QoL
+ Working in unknown features
+ Posting progress each century

Monospaced Lovers

Dev:

Scarlet String Studios

Tools:

Unity, GIMP, Inkscape, Krita, Audacity

Web:

twitter.com/scarlet_string

+ VN-style sprites for MC and first NPC are finished
+ Replaced some shitty sounds with better sounds
+ Added BGM fading/ducking for certain situations
- Missed recap for a few weeks, but progress was made nonetheless
- Art delays
- Not quite done with QA for DD22

Entropy

Dev:

Entropygamedev

Tools:

Gamemaker Studio, GraphicsGale

Web:

entropy-game-dev.tumblr.com

+ Finished my menus, got items working, some more database back-end stuff, and started very preliminary work on the battle system, starting with a few placeholder sprites!
- I'm always scared when I go off and do something that isn't coding (especially because I'm not good at drawing so it takes a while), I'll forget exactly where I left off when I come back

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Reorganized build system to work with specifically Bullet 2.85.1 instead of whatever version the OS has installed
+ Enemies cycle through multiple idle animations again
+ Enemies play their chatter sounds again
+ Melee attacks and remaining weapon fire modes have all been ported over

Atavism

Dev:

StevenZ_Dev

Tools:

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

Web:

twitter.com/StevenZ_Dev

+ Implemented node-based takeoff algorithm for the giant birds to gtf in the air when they give up a search.
+ Bixed some Fugs
+/- Still trying to make a consistent schedule for devving more than a few hours a week.
- Binged Lain for the first time on labor day instead of dev time. It was pretty great.

Knight & Witch

Dev:

Squaredev

Tools:

Unity, Blender, Krita

Web:

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

+ Implemented AI for 3 enemy types
- One of them has a weird bug that I can't exlplain
+ Implemented weapon switching
- right now the only difference between different weapons is visual
- still haven't made the layout for the demo level
- still haven't implemented a few fundamental features for the demo
- demo day is so close fuck fuck fuck
+ made a new shield for the knight
- it still serves no in-game purpose