September 2018, Week 1

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ Blocking out AA cannons
+ Blocking stat menus, enemy and character progression
+ [E] Weapon sfx

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

- at the Uni again
+ New function that will snap an actor from his position to another across a path
+ Hopefully this should allow for more interesting and accurate melee attacks
+ Started new attack animations for the grunt
+ Misc modelling
+ Early work on environment detailing

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

- Not too much done last week, working mostly on heavier systems
+ Basic station pass on all systems. Player can dock with any station and walk around and get offered services, with a total of 179 stations.
+ Server browser displays accurate ping and more accurate playercount
+ Slightly optimized some meshes
+ Added in remaining asteroid types: megascrap, alien scrap, and mega alien scrap.
+ Improved navmap by allowing navmap items to reflect the scale and rotation of their in-system counterparts
+ Added new models for navmap items: suns, gates and holes, battleships, and secrets
+ Created a login and character management system for multiplayer. Players can create server-specific accounts, which have a list of characters they can choose from. No more messing with this crap at startup
+ Also added the basics of character persistence in multiplayer.

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ title screen
+ intro screen
+ mission text screen
+ missions description
+ a lot of gui art
- advanced sounds,
- outro, missions description
- fix navmeshes
- fix achievements

UP

Dev:

Slowcogs

Tools:

Unity, Asperite

+ Fixed animation jitter
+ Added a soft follow/hard follow camera
+ Added journal menu
+ Added mission menu
+ Made sure all the menus kick each other off properly
+ Created some placeholders for the console
- Not feeling like I am getting as much done as I should

Monospaced Lovers

Dev:

Scarlet String Studios

Tools:

Unity, GIMP, Inkscape, Krita, Audacity

Web:

twitter.com/scarlet_string

+ Bug-free DD release, as far as I can tell
+ Received first draft of idle animation from the artist
+ Fixed some obscure bugs with the day/night cycle
- Realized that my font doesn't scale properly at all resolutions
- Also realized I need to fix the logo, as some anons pointed out

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Finished up and released "Everyday Life of a Samurai" which you should totally play if you haven't already
+ Also vanilla demo 4, no need to play that
- found some pretty nasty bugs before release, naturally
+ Selected/tested characters for "King of Cuddlers" and sketched out game
+ Menu music
+ SkipĆ¼ing to the beginning of the fight
+ added intro/logo storyboards
+ Fixed helper crash

Send Me to Hell

Dev:

HellDev

Tools:

Godot, Aseprite, Github

Web:

twitter.com/helldev1

+ Players can now move syncronously in eachothers world and will resync if they somehow become desynchronized.
+ They can also synchronously attack with all weapons and swap weapons.
- Can't pick up weapons though.
+ Dungeon gen is also synced, but enemies immediately desync once the game starts for some reason.
+ DID A DEMO DAY FINALLY

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

- didn't demoday
+ cd command can change dirs, working on autocomplete
+ moved printing from being cpu workload based to a simple timer
- realized active cpu workloads won't work with the save system
+ found out mouse software is whats causing missed clicks and its not the game being laggy

fE

Dev:

rocksfire, exndl, RF

Tools:

unity, blender

Web:

twitter.com/exndl

+ progress
- not progress

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Fixed up targeting so I can make proper indicators. Now I just need to make it look good
+ Added a dozen new cards

Polygon Odyssey

Dev:

Homebrew

Tools:

OpenGl / C

+ Added 4th type: Circle
+ Added 4 circle melds with various types
+ Added 5th type: Block
+ Added 5 blocks melds with various types
+ Added particle clusters that you can pick up to boost score, making leveling easier
+ Boosted player fire rate and missile speed at all levels. Increased final radius of player level-up novas.
+ Implemented custom malloc/realloc/free wrappers that keep track of memory allocated, when it was allocated, and for what purpose.
- Implementing 6th type: Zoid (*trapezoids)
- Writing melds between zoids and other types
- Increasing player survivability and visibility

Cardheart

Dev:

johzu

Tools:

Godot 3, Aseprite

Web:

twitter.com/hypersnow_dev

+ Put out a pretty bad demo, but a demo regardless
+ Replaced basic enemy design
+ Worked on combo and combo break system
- Still many bugs remaining that I've been meaning to fix for a while

DEADGAME (GTA BOSNIA)

Dev:

melonkoi

Tools:

babbys first construct2

Web:

twitter.com/melonkoi

+ 75% on new boss fight
+ Adjusted some special effects
+ Got rid of a bunch of trash
+ Actually used the recap
- j-o count is down

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 [_]
+ Looking forward this week to boost

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Add new graphics for Grappler
+ Add new Bone area graphics
+ Working on adding more achivements
+ Publish special build for DD22 as separate game
+ When doing level spawns, do circle overlap checks instead of point. Fixes some objects getting spawned into walls
+ Feedback from DD22: Check for available space when spawning enemies. Underwater boss pushes away poison too