October 2018 (Week 2)

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ players visibility options
+ menu debugging
+ 3d sounds effects
+ camera debugging
- outro,
- deployment

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Options menu added.
+ Audio mixers added and linked up to options menu.
+ Controllers can be used with menus, mostly.
- Sub menus don't work with controllers.
- Still have gameplay bugs to fix.
- Need to find some suitable and royalty free fonts.

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ High quality Mattress technology
+ Getting back onto gameplay instead of moping around infinitely trying to get a mc I'll like
+ Ditching quality for efficiency allowed me to do a set of animation in a couple hours
+ Refactored "global cooldown" system to use the token system implemented in Doom (2016)
- Still need to figure out how to "steal" tokens
+ Target tracking IK animations for the enemy grunt
+ Started re-working the current melee system and how its data is handled
+ New system is easier to use
- Not finished
- Demo Day is in 2 weeks

The hunt halloween jam game

Dev:

jet

Tools:

unity, blender

+ created a basic fps walker
+ created hodgepodge monster 3d model
- need to create specific rig for 3d model or combine multiples if possible
- need to create enemy ai
- need deer sound effects
+ found a crossbow model
+ created crossbow animations reloading, trigger pressing, and firing.
- may need to create crossbow idle animation.

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Some bugs fixed
+ Design Docs Maintenance
+ Inventory Icons tweaks
+ Sell shop proto
- Troubles with Hangar Stock proto
+ Cool October Recap

Passionheart

Dev:

PinkNyao

Tools:

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

+ Placed first Eileen sculpt into T-pose; NOW she is ready for re-topologizing.
+ Learned how to re-topologize in Blender. Will use Blender instead of Topogun so I can keep access to various Blender modeling tools while I re-topo.
+ Finished level 2 prototype, it is ready for testing. Need to implement falling mechanic now.
+ Learned how level streaming works in UE4. Will start implementing that some time today.
+ Obtained 14 followers on my first week on Twitter. Social media promotion is hard work!

Store Game

Dev:

JPK

Tools:

unity

Web:

jasonpkgames.tumblr.com

+ Put in mouse click movement instead of wasd
+ Customers who come in automatically find an empty machine and go towards it
+ Options for what to do now pop up when you are infront of a machine
- Trying to figure out if the best option for placing machines would be through a system like animal crossing, or a separate menu system.

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added a rift effect when a player observes another player jumping into the same system, instead of just appearing
+ Added a metadata pass to the smaller systems, adding encounter zones, clearing for fields, and possible mission start points
+ Fixed issues where some object fields in systems didn’t have exteriors
+ Fixed issue where spawning fields wouldn’t link properly in multiplayer
+ Added some more dev console commands
+ Completed descriptions on all star systems.
+ Added flight correction to NPCs, similar to what the player has.
+ Added some aim assist to NPCs, as they were missing the majority of their shots. When the player was standing still.
+ Added remaining music tracks to systems
+ Redid loottable mechanics to be cleaner and also use a generic model system, saving space and efficiency.
+ Hooked up lootbox models to cargo items
+ Added more multiplayer persistence, saving things like players' loadouts and cargoholds
+ Redid cargo item mechanics slightly, to avoid giving players duplicate or zero-count items.
+ Fixed issue where certain hardpoints were mislabelled on player ships and more cargo was being added then the player had
+ Did a brief rebalancing pass on item values, making them more affordable
+ Redid trading UI, giving it a 3D view of the item you’re buying and more space overall.

Age of Bone

Dev:

Kranot, 2 coders, one musician

Tools:

piskel, magicavoxel, unity

+ finished up all segments for placable walls and towers
+ finished up alot of human units
+ first pathfinding prototype for units
- no model has animations yet
- no menue yet
- prettymuch everything beside the things listed above in the positives arent done yet

Ideal Adventure

Dev:

IdealGfDev

Tools:

Unity 3D

Web:

idealadventure.itch.io/ideal-adventure

+ added new skills
+ jars drop items
+ perks items
+ fixed minor bugs
+ http client in work
+ skills new layer physics system
+ new body in the way
+ new music
- not ready yet to demo day

Unconventional Warfare

Dev:

UW Devs

Tools:

Unity

Web:

twitter.com/unwargame

+ Procedural combat level generation improved
+ Scene transition is being optimized(aka reducing loading time)
+ Ranged weapon accuracy calculation updated
+ Started working with our new writer & artist.
- Loading optimization taking some time & hurting my brain.

Project Alchemist

Dev:

ArAdev

Tools:

Godot, Krita , Paint.net

Web:

aradev.itch.io/project-alchemist

+ I reformulated the alchemy system, now more efficient and the number of tiles needed to use a spawn is precise
+ Now all doors that belong to a building recognize when the player is outside or inside of a building
+ Now doors can be locked and player will need a key to open them

Skeletal Dance Party

Dev:

J3X

Tools:

Unity, MagicaVoxel

Web:

skeletaldance.party

+ Released trailer and working on press release.
+ Made new UI.
+ Got all art and music assets into game.
- Many bugs to fix until release...

Tiny Combat Arcade

Dev:

anon

Tools:

Unity 3D, Blender

+ Tutorial island map along with terrain workflow experiments
+ Damage system so that vehicles can explode
+ Added ground vehicles (tank and anti-air tank)
+ Burst fire guns
+ AI ground vehicles can fire at the player
+ AI uses rewritten "zeroing" system
+ When AAA fires on the player, it becomes more accurate the longer they are in range.
+ Explosion effects

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ More menu/interface stuff
+ Started designing all the non-combat events
+ Usual bugfixes
- Been a busy week

Mech Chip

Dev:

Plutoneus

Tools:

GMS2, Aseprite, Labchirp

Web:

twitter.com/Plutoneus

+ 4th boss is complete
+ final area is coming along slowly but surely
- I don't want to spoil anything, visible progress will probably come in the form of tidying up the game + adding music after the last section is finished. My mind may change.

Unknown Odyssey

Dev:

Wolfcrux

Tools:

Godot, Blender, Gimp, Aseprite

+ I continue to port over and improve my rpg mechanics
+ Working on combat and ui functionality atm

Cardboard Wizard

Dev:

Cardboard Dev

Tools:

Godot

+ Cardboard slide attack
+ Cardboard Swing attack
+ refactored movement/actions system

Pangea Drifters

Dev:

MundaneEscapists

Tools:

UE4

Web:

twitter.com/mundanesc

+ made a simple smart material for the landscape
+ populating map with a few assets
- For some reason UI does not work with the post-processed edges, will try to fix it.