September 2018 (Week 3)

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Began "Rogue" Minigame
- Thinking of making this Minigame its own game
+ Rolling Recap hype

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Made sprites for pickup items
+ Two new enemy types based on currently existing enemies but with slightly different behaviour.
+ Doing designs for the first boss (Will be present in the upcoming demo).
- So much art work to do.
- I should make a proper cover image.

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ blocked/placed AA and Radar objects with level + range
+ more work on random spawn selection, wave source/destination by sector or city
+ player save data

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ all menu screens
+ missions description
+ navmesh optimisation
- advanced sounds,
- outro,
- fix navmeshes
- fix achievements
- controls manual

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Damage numbers that indicate damage you take are now red
+ Quick slide and Dash Types now actually do things from the options menu
+ Passive magic regen should work properly now
+ Textboxes
+ Added a more functional game over screen
+ Return to title now works in the pause menu
+ Beginning the process of designing and prototyping a boss for [Red] for [Red]'s moveset judgement

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Did an explosion effect redo on all fighters
+ Additional refining of flyable ships: tweaking stats and adding formation points
+ Pass on systems to give items in them their proper categories
+ Created NPC variants of all flyable ships
+ Added physical world models for cargo items in the form of crates
+ Greatly extended the category of spawnable ship types, allowing for more control with encounters
+ Added racial spawning mechanics to factions, allowing factions to set races on ships
+ Reworked voice logic
+ Fixed issues with the navigation UI where menus would pop up when they shouldn’t
+ Redid logic for NPCs in multiplayer that stop them from despawning or disconnecting when players left their range
+ Redid formation code logic slightly where NPCs in formation would match throttle with their squad leader
+ Fixed issue where killing a formation leader super fast would cause his friends to be overcome with grief and instantly kill themselves
+ Redid field leaving-enter code to account for when a field is permanently destroyed
+ Cleanup pass on systems to work with new field entity code
+ Added more shortcuts to input fields
+ Added NPC persistence to multiplayer, allowing ships to leave an area, come back, and still find them present
+ Created space tankers
+ Added dynamic construction of NPC paths and NPC pathfinding based on said paths
+ Smoothed out NPC movement a bit in multiplayer
+ Added more persistence to players in multiplayer and better ways to detect logouts
+ Fixed longstanding issues with NPC death and inaccurate density counts in multiplayer
+ Added a reference table for existent objects, to help track things better in game
+ Did a rebalance on all weapons and ships
+ Added new NPC abilities, namely that they evade if they’ve taken enough fire in the span of a few seconds
+ There was way more but I'm only allowed 2k characters

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Enemies can no longer damage other enemies of the same type
+ Some weapons now apply backwards force when they fire
+ Did another pass over shotgun firing sounds to give them more punch and texture
+ Bullet impacts on walls make puffs of smoke in addition to sparks
- Tried doing some level design but my Blender workflow for maps is fucked
- Gonna have to make a dedicated level editor
+ Level editor will be distributable with the game itself
+ Level editor currently has a window with a menu bar and buttons, and a basic framework for handling context (right-click) menus

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ TGS went swimmingly
+ Notable players this time: Cyberconnect2 members and GCCX staff (not the Kacho)
+ Lots of balance adjustments based on TGS and superplayer feedback, that'll continue for a bit
+ QOL additions
+ Content complete besides some music
+ Tryin to squeeze in as much hidden content as possible
- Original release date was October 16th, but that's the same day Battlefield comes re-figuring that out.

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ modelling the main character
- design for it isn't finished
+ almost finished the new sketch for the grunt
+ started a new workflow to figure out levels after watching the gdc talk from respawn about "Action Block"
- by doing so I accidentally deleted the level I was working on (not a huge loss, could be retrieved from a backup but eh)
- projecting the snap function didn't work out as planned
+ I just queue another one whenever it hits a surface
+ almost finished the re-re-re-redesign for the generic grunt (just needs arms)

Rescue Squad Omega

Dev:

CriticalScrewUp

Tools:

Unity, Adobe Illustrator, Audacity, FL Studio 20

Web:

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

+ Refactoring step one done (including fixing all the bugs from that)
+ Added 1 new Cargo + Art
+ Added 1 Card Art
+ Added different starting decks (will add individual ship sprites later)
+ planning a ship selector (aka starting deck selector)
- only getting back in the saddle slowly after a slump

Project Alchemist

Dev:

ArAdev

Tools:

Godot, Krita , Paint.net

Web:

aradev.itch.io/project-alchemist

+ Now you can mount the bird enemy to fly and give direction to it, however if it gets tired it will fall down
+ Now the bird enemy can lose it`s body parts and die
+ Added a new blood effect
+ Added directional attacks
+ Added possibility for the enemies to drop objects when dying
+ Code optimization

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ 8 new cards
+ Balance changes
+ A main menu and associated scene loading
+ Lots of bug fixes, mostly with how turns are handled along with status effects
+ Actually played a full game and enjoyed myself

Passionheart

Dev:

PinkNyao

Tools:

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

+ Transferred project to dev computer. Was able to test movement speed and rotation.
- Modified rotation interpolation method but didn't seem to make that much of a difference.
+ Started sculpting Eileen again, have the legs done and am now working on here feet. Once that is done, I can work on her head and face a bit before going into much more detail.

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Improve poison application logic - poison will now be applied to Zooids "on collision" and after some time if any Zooid swims into previous poison cloud position
+ Start reworking last boss - going to feed onto its minions was too complex to pull off. This time it will be X shaped, where each end is of different breed combination and player will have to choose which side to fight first
+ Fix Pusher Zooid pushing whole Sipho forward. It now distributes force to pushed objects
+ Make grown zooid moving in groups less painful.
+ Add Q key as "pipette" tool for grown Zooids, which selects hovered Zooid for growing. Like Factorio Q key.

Car Game

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Wrote down 20 events
+ Good idea of UI when you hover over objects
+ started modeling inside of car