October 2018 (Week 1)

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Spawning Bethesda fix
+ Some Miniature Art
+ Item Rarities
+ Item Description merging
+ Item Icons merging
+ Rarity Colors
+ Some refined deving organisation
+ Will not make Rogue Sample its own game yet

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ Spread missions spawn per sector and per location
+ Add curve for mission spawn density depending on player progress
+ More changes to spawn formation

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Main menu stuff added.
+ Boss for demo added with behaviours (Nothing much, just a bit of animation).
+ Changes to HUD.
+ Other fixes and changes.
+ Can use a controller on menus.
- Need to do a few other art things.

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ particle debugging
+ weapons debugging
+ text writing
+ fix players' sizes
- testing
- advanced sounds,
- outro,
- controls manual
- deployment

Passionheart

Dev:

PinkNyao

Tools:

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

+ Finished first sculpt, ready to do retopology
+ Went ahead and studied how to create procedural materials in UE4. Got a nice marble material as a result. I plan to make a comprehensive material library so I can save time with textures.
+ Making the new level assets so I can begin work on pitfalls.
+ Finalized logo for the game. I'm happy with this one for now, the previous concepts were shit, lol.
+ Changed name of the game to just Passionheart. The old name was just too much of a mouthful.
+ Started a Tumblr and Twitter page! Already at five followers on Twitter! Addresses are listed above.

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ started working on armored core inspired aiming for ranged weapons
+ minor tweaking/iterations on the mc again
+ modular assets again
+ learned about face weighted normals
- have to re-do/tweak the assets I had made to use them
+ doing some high poly details to bake onto decals

Space Combat Warfare

Dev:

space autism

Tools:

FW

+ Added simple weapon modules
+ Added aiming AI for said weapons
+ Added retard-level targeting AI that can select other ships for the aiming AI to shoot
+ Ships that run out of propellant are disabled and won't be targeted
+ Added pulse lasers

Monospaced Lovers

Dev:

Scarlet String Studios

Tools:

Unity, GIMP, Inkscape, Krita, Audacity

Web:

twitter.com/scarlet_string

+ Finished 4 out of 5 rooms in the first dungeon
+ Improved projectile code to make my level design workflow easier
- Won't have time to finish the first boss before Demo Day, but the rest of the level should be complete

Unconventional Warfare

Dev:

UW Devs

Tools:

Unity

Web:

twitter.com/unwargame

+ minimap controls
+ shader update
+ terrain visual & performance improved
+ got good number of potential new writers contacting me
- not many potential new artists contacting me

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Further work on encounter types, adding basic encounters for all pirates, factions, militaries, and corps
+ Redid item code logic when buying items to add an extra faction reputation requirement.
+ Added a first item pass to all stations, so that equipment can be bought on all of them.
+ Fixed issue where players would fall through floors while walking around on stations
+ Added 13 new mine types
+ Added model for missile launchers
+ Added ammunition for all mines, chaff launchers, and missiles.
+ Added more control to group UI, letting party leaders manage members and for players to leave or change groups
+ Fully implemented basic player trade UI and further refined it
+ Added more dialogue commands, player can now get items, lose items, have their wallet affected, and change the faction rep of any faction.
+ Added mines and missiles synchronizing in multiplayer
+ Fixed issue where sun objects were accidentally occluding themselves
+ Added a distant laneline ship system where you can see the flares and lights of ships traveling space highways
+ Added some internal code to help better visualize areas
+ Redid spacetrain and spacesnake movement to be more snakelike, rather than trailerlike
+ Added laser couplings to the space trains
+ Redid AI code for ships to better center themselves
+ Did a pass on all systems, adding the highway system as well as volumetric lighting to systems with suns and contextual UI colors
+ Implemented the basics of a developer console

TooManySounds

Dev:

Vestigial

Tools:

Unity

Web:

twitter.com/vestigialdev

+ getting the hang of UI with Odin Inspector
+ needed some workarounds for calling code from inside UI actions like button push or textfield change
+ learned about EditorApplication.delayCall
+ SQLite db integrated
+ Auto-tag imported sounds based on directory and filename
+ original idea do not steal
- sound swapping is still random
- odin inspector doesn't have a licensing agreement for asset store releases

SpookyRoute 2

Dev:

vestigial

Tools:

Unity

Web:

twitter.com/vestigialdev

- pic is original from two years ago
+ way more tools this time
+ found art, actual halloween music
- framework focused, gameplay is still going to be simple
+ tools and content imported, ready to dev

Devil Engine

Dev:

shmoopdev

Tools:

GMS, photoshop, Aepsrite

Web:

shmoopdev.tumblr.com
twitter.com/protocultgames

+ Demo's out on Friday
+ Added local high score boards for every mode, with over 100 random names
+ Added options for online preference, smooth menus, and vsync method
+ Golly, even more sekrit stuff!
+ Got another guest musician for said sekret stuff
- Sony can go eat a bag of dicks

Tiny Combat Arcade

Dev:

anon

Tools:

Unity 3D, Blender

+ Started
+ Flight model done using physics wings + re-used arcadey code and own drag model
+ Guns and missiles
+ Finally a reliable way to do bullet spread
+ Lots and lots of prefab funnery with 2018.3
+ Enemy plane that uses its own set of physics
+ AI to fly at a target and shoot at it with its gun
+ AI walks fire in because it's more fun and looks cooler that way

Project TUSSLE

Dev:

digiholic

Tools:

Unity, Python

Web:

projecttussle.com

+ Created ScriptableObject shell for subactions
+ Created system for contextual panels to have isolated scope separate from the main editor scope
+ Experiments successful in converting MMD model into usable runtime-loadable self-contained FBX file.

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Made some new temp assets
+ Progress now represented by an actual tower, as the game is named after

Unknown Odyssey

Dev:

Wolfcrux

Tools:

Godot, Blender, Gimp, Aseprite

+ Posting in recap again after months lol
+ A continuous endeavor of porting old gameplay from 2D to 3D and making 3D assets