November 2018 (Week 4)

BabsRL

Tools:

C++ ('Custom' Engine), BearLibTerminal, EntityPlus

+ Added trap system - spike trap and a dart trap. The spike trap deals 1d4 on the traps x,y position. Dart trap physically shoots a 1d4 dart from a trap location to the trigger - this can hit other things (walls, enemies)
+ Artwork is loading properly into the engine now, some scaling issues being worked out
+ Implemented the ability to have locked doors that can be opened with the right key

+ Created a static map with specific rooms for testing (Item Room, Trap Room, Light Room)

Escape the Breach

Dev:

HoudiniGuy

Tools:

Unreal, Houdini, Zbrush

Web:

twitter.com/escapethebreach

+ Remade cel shading setup to be tri-color and still use roughness etc
+ Got rid of pixelization effect
+ Remade most FX to be cartoony with mesh particles and alphas
+ Added gibbing vertex abunatuib effect on kill (blood coming)
+ Added 'zoom in' for over the shoulder shooting
+ Slowly nailing down colour palette
+ Decided on probably going for a mech as main character
+ Learned a bunch of Niagara

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 enemy + art + new ability
+ added an easter egg kinda thing (you can shoot background asteroids/debris now, to get tiny amounts of money)
+ all ships now fire from their actual weapons and not from their belly
+ some minor performance improvements (never run you game 100% in the UI Layer kids)
+ added option for vsync on/off to the settings menu
+ added some polish to the event window (that thing was fuuugly)
+ added some polish to the score window
+ added 1 new event + art
+ added 1 new cargo + art
+ added 1 new visual effect
+ improved mapnode distribution system
+ tweaked the boss
+ fixed some bugs

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ I don't like this new format
+ Changed spawning mechanics: NPCs now can emerge from jumpgates, start mid-laneline, and will try and spawn away from their pathing targets to give a better impression of them actually being alive
+ Began adding in new models for ships and solar bodies
+ Ship textures switch on their lights when the player turns on their spotlight
+ Changed the spawning system over from individual objects to a single master system
+ Changed some aspects of the station UI: Better separated out trading categories and allowed single-category merchants to just display that category
+ Improved textures on billboard lights
+ Reimplemented kill-wave missions
+ Implemented all mission types other than assassination (still need to redo dialogue tables before I can proceed with that)
+ Game now saves discovered locations and faction reputations, plus discovered factions

Generic Zombie Shooter - Redux

Dev:

Generic Dev

Tools:

Java, Slick2D, Aseprite

Web:

twitter.com/packetpirate

+ Released v1.3 of the game after two month hiatus.
+ Added Achievements system and 11 achievements.
+ Added new Talent Tree system with 36 talents.
+ Enemy spawning performance enhancement

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Last week released to Steam Early Access and itch.io
+ Fixed some nasty game-breaking bugs since release
- Game needs more replayability and reviews/comments reflect that
- Run and spray poison strategy is OP right now

Helmet Head 64

Dev:

quasiberry

Tools:

UE4/Maya

Web:

quasiberry.tumblr.com
twitter.com/quasi_berry

Finished with the appearance of the Thunder Helmet but I need to add some spark particles running across the top and such. Used a 512x normal map and AO map as well as a 256x color ID map so the colors can easily be changed later. Still not set on what the abilities for the Helmet will be other than obvious lighting bolt attacks. I want something that can also be used for platforming.

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

+ Started the mod loading system over
+ Set it up so the main engine can do multithreaded jobs (thanks Unity) but mods are still bound to deprecated .net 3.5