September 2018 (Week 2)

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ Rescaled everything to correct size for UE coordinates
+ Serialization + Data tables for missions
+ Working on generator for waves of enemies/missions
+ Bunch of cleanup

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ menu screens
+ key info screen
+ missions description
- advanced sounds,
- outro,
- fix navmeshes
- fix achievements
- final touches on the maps

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Sound pass on all tradelanes and jumpgates
+ Fixed issues where some gates and lanlines were too small
+ Added volumetric lighting and lightshaft effects to suns
+ Increased optimization on asteroid fields: exterior is now a single mesh significantly reducing drawcalls
+ Connected all stations to all station interiors
+ Added 84 flyable fighters and an initial balancing pass to them, also let them be sold at all stations
+ Exterior and billboard pass on (almost) all asteroid and minefields.
+ Input fields can be cycled through with key shortcuts
+ Fixed issue with login system where it would confuse players for one another
+ Fixed issue where transferring ships would fail to transfer the ship’s correct stats over
+ Fixed some miscellaneous inventory UI issues
+ Fixed issue where one player docking would cause all players to dock
+ Added space anchors, like anchors in space.
+ Added new models for space lighthouses

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Furniture Spawning [X]
+ Hacking Minigame [X][X][X]
- Furniture Loot Gen [_]
+ Should be done about this shit this week
+ Some performances upgrade

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ Made a function that now snaps the rotation to a desired rotation
+ got the new melee hitboxes to work with the animations
+ found out how to modify the snap function to project onto a surface and still display the correct velocity
- didn't implement it
+ made a drone
- didn't need a drone
+ misc adjustments to the anim BPs (the Overgrowth gdc talk about it is great)
+ adjusting the level's lights and overall mood
+ more misc textures
+ bunch of concept art
- AI is going to need some more refactoring

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Wrote Project O story
- Might want to trim it a bit after demo day feedback
+ Implemented Osu file parsing/display/control
+ Replaced Mary with Yuri
+ Began the big Dreamcast sound adventure

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ THE C++ REBUILD IS COMPLETE!
+ Entire AI system ported over
+ AI states reworked to be more consistent between enemy types
+ Enemies now actually react to being fired on even when the player isn't in LOS
+ Made ALSA underruns a little less common (will still have to revisit before release)
+ Modified collision response to prevent jittery movement when pushing against walls, should be less common now
+ Auto-switching works properly: Changes to newly picked up weapons, and swaps to next when out of ammo; skipping the melee weapon until there are no other options
+ Auto-switch will also kick in if you pick up ammo for an empty weapon while wielding an empty/melee weapon
+ Instructions added again onto pause menu and control rebinding menu
+ Sped up view-bobbing and footstep sounds when moving at slower speeds
+ Debris now reactivates if resting on a destroyed staticmesh, they also ignore actor colliders

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Doing design stuff on the first boss that will appear in the next demo.
+ Going back to adding more enemies and gameplay stuff.
- Gave up on the custom inspector stuff, refused to display data correctly.
- Generally behind on a lot of aspects.

Passionheart

Dev:

PinkNyao

Tools:

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

+ Movement system for when the player is on ice is fully functional
+ Researched level streaming for UE4 and will implement soon for testing pitfall mechanics.
+ Started work on new game design document so I can better organize all of my ideas and features
+ Ordered new PC cooler. Once it is delivered and installed, will transfer the project to dev PC and can start fully working on sculpting Eileen. May make getting Eileen's character model complete the highest priority so I can start shilling her for the game online. Maybe make her a adult virtual idol just to promote the game?
+ Discovered how to fully encapsulate teh player class. All casting to the player is being removed. Now objects that need to cast to the player instead check for any instance of the player class and fills an array. Since only one player class can exist, having it in an array should be no issue and I can grab the instance from that array.
- Was out of town last week and had no access to my project, so I couldn't work on it for a week :(

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Restructured how animations are waited upon, fixing some bugs
+ Also now area of effect attacks can animate properly, with each enemy reacting simultaneously
+ Added some extra info to be used in character UIs
+ The usual minor bugfixes as I found them, mostly with how tooltips are generated
- Have to figure out a way to make the game faster, some sort of speedup or skip mechanic. It can get boring when waiting to close the distance

UP

Dev:

Slowcogs

Tools:

Unity, Asperite

+ Changed camera to ensure smooth movement
+ Added power up menu
+ Added the ability to drop inventory items near character
+ Added Console Purchase Menu
+ Changed menu navigation to be mouse overlap based instead of keyboard based
+ Can buy power ups with the console purchase menu
- Got in a major car accident, stopped me from deving for a little while

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Making various changes to [Red] in preparation for further moveset prototyping
- I forgot to comment out a debug line that forced the boss to hard difficulty in the v2 upload for DD22, so the difficulty selection was merely an illusion of choice

Dummy version of game im doing

Dev:

Augurusto

Tools:

Macromedia 8, paint.net

Web:

twitter.com/augurusto

+ all the placeholder art is done
+ finished writing half of the dialog
+ finished narrative and choices
+ started the dummy version of the game with placeholder art and simplified code so i can implement the actual stuff easier later

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ German finalized
+ TGS trailers and stuff go out in a couple hours (10am JST)
+ Stage 4 and 5 optimized
+ Cleaned out some deadtime in all stages
+ Memory optimizations
+ Of course, more skerit stuff

Project Alchemist

Dev:

ArAdev

Tools:

Godot, Krita , Paint.net

Web:

aradev.itch.io/project-alchemist

+ Started to work again on the game after a long time
+ Improved the ledge grabs, now more precise
+ Started working on a new enemy (a bird)
+ Made a trap that crushes the character
+ Combos
+ Added a button to call the zip-line when it`s on the another side
- It was too much time nodeving,

Polygon Odyssey

Dev:

Homebrew

Tools:

OpenGl / C

+ Added New Obj Type:
++ Zoids are trapezoids that can split and combine together up to six times to form larger collections.
++ They are slow and vulnerable but have high health and will 'warp' in and out of the map to avoid player fire.
++ Destroying their core will blow up the entire collection.
- Working on implementing zoid weapons
- Working on Player shielding

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Add the rest of graphics for new Zooids
+ Set up second camera which renders and blurs depths. Separates deeper layers surprisingly well
+ Add some war drum music for bossfights
+ Act on DD22 feedback: Make UI more usable. Remove unnecessary pauses in level transitions While at it, scale volume dB <=> percent properly and allow going up to 200%.
+ Fix horrible bug when growing Zooids in a straight line would mess up soft body solver and make your Sipho explode
+ Fix another nasty bug where after transitioning level pressing pressing Space would issue another transition and possibly mess up your save
+ Improve level LUTs by artist's vision
+ Lots of visual improvements for environments

Infraction

Dev:

infradev

Tools:

C++ / SFML

Web:

foxar.itch.io

+ Gave up then week later reversed idea of giving up and started working again
+ Added doors
+ Added an NPC turret (for now uses guard sprite) that fires unlimited ammo if you stay too long in its LOS
+ Fixed a whole lot of bugs
+ Added a Pause Menu
+ Fixed the alert/caution clocks
- im still working on this fucking project

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Working on sound effect randomizer/tagger/liker thing
+ Experimenting with exceptions within game programs
+ Rolling recap when?
- Realized things break in 16:9

Send Me to Hell

Dev:

HellDev

Tools:

Godot, Aseprite, Github

Web:

twitter.com/helldev1

+ Further weapon refactoring
+ Enemy system work
+ Basic navmesh
+ Closer to functional multiplayer
+ Closer to functional lightning weapons