November 2018 (Week 2)

fE

Dev:

rocksfire, exndl, RF

Tools:

unity, blender

Web:

twitter.com/exndl

some enviormental assets,textured assets,particle systems in the work,skill tree UI implemented

Necrofugitive

Dev:

Black Garden

Tools:

Unity, Aseprite

Web:

twitter.com/BlackGardendev

new monster form design, new halberdier design & attack animation, new hunting dog design, finished archer knockback animation, fixed color palette issues

Rescue Squad Omega

Dev:

CriticalScrewUp

Tools:

Unity, Adobe Illustrator, Audacity, FL Studio 20

Web:

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

+ Subsectors now random from pool (renewed when empty) instead of completely random
+ some bugfixes
+ added 5x card art
+ added 1x crew art
+ some card changes
- still not happy with those changes
+ Buff indicators now 5% more fancy (colored by buff/debuff type, better tooltip, and nice placement)
+ Halfway done with saving/loading

- Last recap post got borked, so i post all of last times stuff again. I hope this one works.
+ Subsectors now random from pool (renewed when empty) instead of completely random
+ some bugfixes
+ added 6x card art
+ added 2x crew art
+ added 1x new enemy + art + new abilities + "AI"
+ some card changes
- still not happy with those changes
+ Buff indicators now 5% more fancy (colored by buff/debuff type, better tooltip and nice placement)
+ Saving/Loading (or rather continuing a run after closing the game) works
+ Added Buttons to the crewintro Window to browse the crew