October 2018 (Week 4)

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

+ Hangar Boxes system design
+ Hangar Boxes particles effect
+ Hangar Boxes text maccros
+ Hangar Boxes several models
+ Hangar Boxes specific art overlay
- Disabled animation, causing engine crash
+ Hangar Boxes optimisation
+ Hangar Boxes TV category implemented
- Gonna ditch pickup/throw system
+ Will allow less workload/more flexibility
+ Tweaked GRID looting
+ Reworked Big Item spawning (for last time I hope)

Euro Wars

Dev:

polinc

Tools:

LibGDX, Blender, Inkscape

Web:

twitter.com/polincgames

+ debugging
+ additional sounds
- outro,
- deployment
- store settings
- website page

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Added a screenshot feature
+ Fixed those bugs I caused
+ DEMO DAY DEMO IS DONE AND READY TO DOWNLOAD
+ Redid all the spawning stuff so it's a bit more interesting.
- Collisions are really unresponsive at high speed (Not frame rate, just movement speed)
- Taking a bit of a break to play RDR2, will still do some work though.

Age of Bone

Dev:

Kranot, 2 coders, one musician

Tools:

piskel, magicavoxel, unity

+ expanded the team so progress on code should become faste rnow
+ finished rough description of the plot for each chapter
+ finished rough description of the sidequests
+ did abunch of pixelart to represent the cast of characters when speaking in the story
- still have to write proper story and dialogues based on these descriptions
- couldnt do any 3D art because im at my parents place and the laptop i have here overheats rediculously fast

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

Week of the 22nd
+ Added space fishing trawlers and asteroid miners
+ Added technology for space cranes
+ Added a system that prevents big ships from getting thrown about but still lets them keep their physics
+ Redid despawning mechanics for NPCs, with better control over when they despawn
+ Damage states and destruction rebalanced to prevent a player from having a faction hate them even if they didn’t kill the solar in question
+ Rebalanced multiplayer damage states to work with aforementioned system
+ Redid formation mechanics for multiplayer to handle all this new shit
+ Juiced up the navmap a bit to have more particle effects, softer lighting, and began changing over from a holographic looking state to a more realistic render
+ Fixed some more navmap issues
+ Encounter pass on all non-regional systems.
- Made me realize my encounter system needs a redo
+ Added faction archetypes: lawful, unlawful, corporate, which better determine spawning rules
+ Larger ships can now carry huge cargo containers, and will actively track and be able to tell the player what they’re carrying if asked.
+ NPCs now wait in line like good boys
+ Added stormeyes: An extra currency that only can be gotten from destroying storms. They’re used to purchase high level items.
+ Fixed issues with in-game item crafting UI
+ Re-added ship contrails and made ship engines change based on direction to imply some sort of forces acting on them
+ Added color variations to beam weapons
+ Systems and items on the navmap now only show up if you’ve detected them, creating a knowledge system in the process

XVI

Dev:

Cob

Tools:

C#/Unity Blender

+ Working non-combat event system
+ A few events, like sacrificing cards to heal
+ Choice manager can now handle arbitrary number of choices and still be useable

Mech Chip

Dev:

Plutoneus

Tools:

GMS2, Aseprite, Labchirp

Web:

twitter.com/Plutoneus

+ Final boss is finished
+ Added a trophy room + enemy card collectibles
- Need to place these enemy cards all over the map
- Need to create 3 more upgrades
- Need to make music and sound effects
- Need to polish the game in general and refactor lots of stuff

Rescue Squad Omega

Dev:

CriticalScrewUp

Tools:

Unity, Adobe Illustrator, Audacity, FL Studio 20

Web:

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

+ Possibility to combine enemies into 1 big one (only visual, used for the new dreadnought boss)
+ Improved card-drawing code, hopefully no more bugs from that
+ New boss finished with art, "ai" and so on.
+ Old boss is now the 3rd elite
+ Found the reason why my "animations" all looked jittery (pixelperfect mode while doing smooth animations [i'm an idiot!]) and damn it looks so much better now
+ Hackfixed a bug that made ships get nudged from their original positions from violent animations
+ Made Rewards Modular, so i open up some options (for example event: chose 3 times 1 card out of 4)

Necrofugitive

Dev:

Black Garden

Tools:

Unity, Aseprite

Web:

twitter.com/BlackGardendev

+ Added placeholder UI
+ Added a stamina system
+ Guarding against hits works properly now
+ Polished several enemy animations
- im fuckin sick

Arcade Manager

Dev:

anon

Tools:

Unity

Web:

jasonpkgames.tumblr.com

+ Got 2 more arcade games done. 17 more to go!
+ Save/load system almost in
+ Got the UI nearly complete for the computer
- bit slow from running into some new problems.

Tiny Combat Arcade

Dev:

anon

Tools:

Unity 3D, Blender

+ Cool trail for missiles
+ Results screen post-mission
+ Muzzle flashes for all guns
+ Limited gun ammo + ammo counter on HUD
+ Main Menu to start different mission sequences
+ Wobbly missiles because they look cool
+ Visuals for high score scoreboard
+ Player death means seeing the high scores and then going back to main menu
+ Game is "completed" at end of mission sequence
+ Added audio for missiles
- Crunching for Demo day/Finish a Fucking Game
- Took Friday off to help finish game

Escape the Breach

Dev:

HoudiniGuy

Tools:

Unreal, Houdini, Zbrush

Web:

twitter.com/escapethebreach

+ Relearning Zbrush
+ Planning more gameplay and story elements
+ Researching procedural anim with IK for aliens
- Still shit at Zbrush/sculpting

Skeletal Dance Party

Dev:

J3X

Tools:

Unity, MagicaVoxel

Web:

skeletaldance.party

+ Released soundtrack
+ Released new mission.
+ Added 7 new items
+ Added more skeleton jokes
+ Fixed lots of bugs
- Really sleepy after release, need to take some time to rest.

Unknown Odyssey

Dev:

Wolfcrux

Tools:

Godot, Blender, Gimp, Aseprite

+ Hastily putting together a demo for DD
- It's pretty shite but whatever at least its something
+ Came up with an actual title