October 2018 (Week 3)

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

- Mostly away at a conference, so not as much progress
+ Fixed some issues with player trading when it came to offering money
+ Added the ability to trade items between players
+ Redid gun rotation mechanics
+ Stations can now offer unique mission types which can offer a bit more specific context or story (IE a foundry next to a near-depleted gold field might ask you to mine or prospect it for any new veins). Mission system redone slightly to account for unique mission types.
+ Stellar highways now move in the direction of the next lane, rather than just adding a forward force, allowing ships to enter at weird angles and not go all fucko.
+ Fixed issue where highways wouldn’t apply effects when going in a certain direction
+ Reworked some NPC flight physics for larger ships that were causing problems. Outside of combat, ships use the same flight model for better results.
+ NPC ships can now follow their constructed pathways, and will request docks, and go through jumpgates and lanelines
+ Added some additional control to NPC pilot objects to track advanced movement states
+ Modeled out the remaining fighters and combat ships, including bomber variants
+ Added movement code for NPCs in highways
+ Fixed issue in pathfinding code, such as where the ship would construct a path that was redundant in areas with branching path nodes, or the ship would dock too early or too late
+ Let ships queue for non-jumpgate things, such as lanelines and stations
+ In multiplayer, player formations now process themselves together for things like lanelines
+ Added remaining NPC-only fighters, as well as models for bomber-class ships
+ Added new large ship variations: mobile service platforms, construction ships, non-train transports, and resource-gathering ships

Mech game that should be dead

Dev:

Tomo Ge

Tools:

UE4, Blender, Gimp, Krita, Trello

Web:

twitter.com/TomoGeGamedev

+ bugcrushing (mainly around the new(^6) melee function, omitted too many details)
+ balancing
+ new AI functions to avoid flocking, match the target's height, re-arranging stuff (fixed some issues too)
+ concept sketches for another iteration of the missile launching enemy
- demo day next week
- shit's slow

Splosion Knight

Dev:

Lucky Catapult

Tools:

Unity2d, Firealpaca, Aesprite

Web:

twitter.com/LuckyCatapult

+ Moved from Godot to Unity (godot's built in physics option were really limited by comparison)
+ Did a shit load of shilling on twitter
+ Did some Knight redesigns
+ Made some basic enemies
+ Made some npcs
+ Bit whacker is back from vacation so now we can make more progress in-game

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Fixed the issues with using controllers on menus.
+ Menus finished up.
+ Fixed most gameplay bugs.
- Caused a few new bugs by fixing the old ones.
- Need to start rebuilding the wave spawning for levels to make it more fun.
- Need to do music, font work, and add juice. Probably won't get to it till the demo is done.

Passionheart

Dev:

PinkNyao

Tools:

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

+ Started work on re-topologizing. Head is about done.
+ Refined logo graphic and bought new font for commercial use for game logo.
+ Drew a new lewd pic of Eileen.
+ Seeing a lot of awesome art and things on Twitter. Gives me ideas...

Age of Bone

Dev:

Kranot, 2 coders, one musician

Tools:

piskel, magicavoxel, unity

+ finished all human buildings this week
+ started making autistic massive spreadsheets with unit stats and buildingstats for balance
+ coder is currently doing fist prototype of the building mechanics for basebuilding
- no music yet
- still have to do sprites for particle effects
- no real maps yet
- no menue yet
- font still needs to be done
- having nightmares about voiceacting all the units because my mic is shit and my buddys mic is shit too

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Hangar Box Items spawn
+ Hangar Box Items Price Formula
- Bad Monday could not finish Hangar Box
+ Messages Maccros
+ Some Art Polish
+ Disabled shitty mouse controls

Smol defense

Dev:

Heinn

Tools:

Unity, Asesprite

Web:

moku.itch.io

+ New game is going good
+ Systems interact with each other well
+ Should have seen recap post before posting all progress in different post
- Also should really be studying
- UIs r bad

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ Continuous warping
+ Grappling for PC
+ Wrote some dialog for characters, ideas for witch characters

Paradroids

Dev:

Venom

Tools:

3DS MAX, Photoshop, Unity

Web:

twitter.com/GamesAndCompani

+ Playtests of prototype
+ Started clean
+ Lots of planning BS
+ New AI system
+ Setup system for character creation
- Thrown out old AI system
- Thrown out quick and dirty prototype
- Half a week wasted on a far to complex AI system, when simpler worked just fine

Westfall

Dev:

Westfall Dev

Tools:

Unreal Engine 4

Web:

westfallgame.wordpress.com

+ First recap
+ Made good progress on tutorial level
+ Added 3D Worldmap
+ Added quest log / waypoint / objective system
+ Weapons almost done
- Optimized
- AI for soldiers still extremely basic

Unknown Odyssey

Dev:

Wolfcrux

Tools:

Godot, Blender, Gimp, Aseprite

+ Working on menus
- Working on menus holy shit kill me

Unconventional Warfare

Dev:

UW Devs

Tools:

Unity

Web:

twitter.com/unwargame

+ Loading scenes are optimized. Instead of loading & unloading, commonly used scenes are loaded once at startup.
+ Combat level generation is almost ready with working cover system.
+ Equipments like armors, bandoliers & hemelts are added
+ New UI update in pretty much every scene.
- DD closing in 10 days.

Tiny Combat Arcade

Dev:

anon

Tools:

Unity 3D, Blender

+ Put everything in a git repository
+ Added SAM tank
+ AI ground vehicles can fire guns and missiles at player
+ "Below radar" mechanic added so player can fly under SAM site radars
+ Line of sight to launcher optionally required for SAM to keep homing on player
+ Added missions with start, mission targets to destroy, and time limit
+ Score counter and "combo meter" to keep track of score during a mission
+ Different scores assigned to all AI units
+ Little things to make "mission making" easier
+ Camera shake component, currently only used for shake when firing weapons
+ 3D arrow to point towards off screen enemies
+ WIP score screen
+ Added models for the player jet and all missiles the game will use
- Somehow I have to finish this game in 9 days

Skeletal Dance Party

Dev:

J3X

Tools:

Unity, MagicaVoxel

Web:

skeletaldance.party

+ Released Skeletal Dance Party!
+ Release seems to have gone smooth, no major bugs in sight.
- Need to make gamepad support in menus better.

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ language versions
+ website page
+ additional sounds
- outro,
- deployment
- store settings

Escape the Breach

Dev:

HoudiniGuy

Tools:

Unreal, Houdini, Zbrush

Web:

twitter.com/escapethebreach

+ Expanded on gameplay
+ Enemies fire projectiles now
+ Added some visual interest and particle effects
+ Tightened up controls
+ Made a Trello and began task list

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Massive refactor of card drafting system to make it generic and useable for any choice
+ Started working on non-combat events

Monospaced Lovers

Dev:

Scarlet String Studios

Tools:

Unity, GIMP, Inkscape, Krita, Audacity

Web:

twitter.com/scarlet_string

+ Finished chapter 1 dungeon
+ Received the default ground/grass tiles from artist
+ Did a bit of UI work on the Equipment radial menu
- Not sure how many things are broken for Demo Day

Rescue Squad Omega

Dev:

CriticalScrewUp

Tools:

Unity, Adobe Illustrator, Audacity, FL Studio 20

Web:

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

+ Added 1x new cargo + art
+ Added 2x card art
+ Added 1x buff icon
+ Added 1x new player ship + art + starter deck
+ Added 1x new crewmen + art
+ Rebalanced some of the old ships
+ Planet clouds have a shadow now (looks better)
+ Made cargo sell values easier to find
- Selling cargo still feels hidden
+ Cargo is now more or less likely to be found depending on rarety
+ Palorium Crystals now use Drain cards instead of directly taking away energy
+ No more free money by selling stuff back to the vendor that was on sale!
+ Still working on the new boss
- Now the old boss looks bad in comparison, so it will probably be demoted to an Elite

Arcade Manager

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Made the first arcade game to play, Pong
+ put in being able to buy a lvl 1 renovation for your store
- keeping track of stuff is starting to be a challenge at this point.