September 2018 (Week 4)

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ navmesh debugging
+ achievements debugging
+ store graphics
- advanced sounds,
- outro,
- controls manual

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ misc tweaks on mc design
+ couple modular assets
+ tweaked the way characters rotate to face something so it is constant
- one more failed attempt at designing a fun level
- jackshit progress this week

Dolmexica Infinite

Dev:

Dogma

Tools:

OpenGL, Emscripten, KallistiOS, C

Web:

twitter.com/CaptDreamcast

+ Released Project O, with lots of SANCHI PINCHI
+ Project O's free play mode will carry over to main Dolmexica
+ Same goes for all bugfixes, I'm a git rebase MASTER
+ Lots of insights into sound dev
- Not enough insights to have sound effects not crash the bgm sound stream
- No Dolmexi-progress next month, we Rattletale again now

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ --About Rogue Minigame--
+ Map rolling system
+ Spawning
+ Grid movement event system
+ Exit Portal spawning
+ Some Art
- Still considering making it its own game

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ GUI buttons now only activate if you release the mouse on the same button you originally pressed
+ Editor now has a menu row at the top with functioning submenus

Project Alchemist

Dev:

ArAdev

Tools:

Godot, Krita , Paint.net

Web:

aradev.itch.io/project-alchemist

+ Added a shop
+ Now weapons only damage while attacking
+ Now birds can`t fly if the player cuts its wings
+ When the player is in a indoor, an effect to the outside is added, so it can be recognized what is in the inside and what is outside
+ Bug fixes

Passionheart

Dev:

PinkNyao

Tools:

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

+ Got Legs and feet blocked in
+ Starting doing the head and face! Can't wait to get to the point where they no longer look like a gray alien. O.o
+ Blocked in ear shape.
+ About to do facial features.
+ Been designing concepts for icon and logo design for the game but they are terrible atm.
- Having resolution problems with dynamesh and am not for certain how to get any higher than 1024.

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Had my first playtester other than me
+ Replacing my base movement cards with ones that offer a bit more freedom, still working out kinks and balance

ColorFall

Dev:

Squaredev

Tools:

Unity, Photoshop

Web:

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

- missed last week's recap because I don't get how the new one works
+ went back to this game to actually finish it and publish it after 2 years
- past me was a retard, even more so than present me
+ refactoring old code is so fun
+ added a bunch of new stuff, included a new control system and new 'special balls' with various effects
+ refactored a lot of the UI code
+ juiced up UI and game
- still unsure about some things
- I really don't want to put ads but mobile games don't like paying for games

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added more logic controls to tradelane effects, making their transitions in and out of existence far smoother
+ Created an emote system for multiplayer because why the fuck not
+ Reworked skill logic to be more readable
+ Created space lamposts
+ Added 135 new encounter types to the possible list of spawns, still need to be added to spawning fields
+ Created a player trading system
- Kinda slow right now, on vacation

Rescue Squad Omega

Dev:

CriticalScrewUp

Tools:

Unity, Adobe Illustrator, Audacity, FL Studio 20

Web:

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

+ Added 1 new function cards can use
+ Added 1 new card
+ Changed 1 Crewmans bonus
+ Using different ships (starting conditions like base energy, hp, cargo space etc.) works
+ Added a cool Ship Chooser to the menu scene
+ Added 2 new player ships + Art
+ You can now buy cargo at trade stations
+ You can now sell cargo at stations (half value if not a trade station)

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ It finally happened
+ Added additional scoring elements, such as Wonder Witches
+ Reworked boss quick kills; now gives points relative to speed instead of all or nothing, quickill time increased
+ Moved several extra point gains to give immediately instead of at the end of a stage
+ More super player balance testing
+ Console stuff
+ Big ol NDA secrets
+ Added steamworks features for the demo
- PC ate shit, thankfully nothing was lost but crippled for a bit

Space Combat Warfare

Dev:

space autism

Tools:

FW

- One month in, progress so far with -
- Highly advanced graphics engine so far
- Simple steering and thruster control AI for newtonian space flight, should let me build more advanced versions easily later on
- Highly autistic damage model based on bullet particle physics, laser beams and armor plates consisting of a grid of mass tiles
- Laser ablation, heat conduction are fairly complete, but I'd like to get pulse lasers to work at some point
- Ballistics damage model is also quite good, with a hypervelocity model for fast projectiles and a newtonian fluid jet model for slower ones. Spalling is kind of unrealistic and I just invented conversion formulas for that.
+ This week I added propellant tanks with the ability to leak propellant and get emptied.
+ Thrusters also now fire particles that can damage and heat up armor, and prevent thrusters from working inside armor.

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Add new Plant sprites and tweak spawner settings. Really like how second plant level came out
+ Disable version disclaimer. Add build preprocessor to add build revision number and build date to a label in options menu. We're at revision 2915
+ Various bugfixes and polish
+ Disabled auto-sync-transforms in Physics2D settings. Apparently this is a new thing and improves performance quite a bit. Suspicious that it might have caused some overlaps in spawning
- That's it