November 2018 (Week 5)

Escape the Breach

Dev:

HoudiniGuy

Tools:

Unreal, Houdini, Zbrush

Web:

twitter.com/escapethebreach

+ Worked on cel shading some more (again)
+ Started modeling main character, got him/her to detailing stage
+ Did some RnD on quick retopology and auto-UVing hard surface in Zbrush & Houdini (works well)
+ More motivated overall

Rescue Squad Omega

Dev:

CriticalScrewUp

Tools:

Unity, Adobe Illustrator, Audacity, FL Studio 20

Web:

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

+ pimped the itch.io site
+ made the game publicly searchable on itch
+ crew (loot) now uses rarety
+ crew now uses a pool system (crew not picked up is gone)
+ improved bonus point system
+ added 4 new bonus point achievements
+ multiple small performance optimizations (maybe someday it will actually add up to something)
+ piles now update while being viewed, so you don't miss cards when playing fast
- been sick for the last 4 days, so only little progress

BabsRL

Tools:

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

+ Quite a bit of progress on creating a theme now that mechanics are falling into place
+ Work progresses on more map generation (Surface level)

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ I still hate this new format.
+ Added models for heavy weapons
+ Started the first bits of character models and added a character controller
+ Implemented proper models for lanelines and gave laneline entrances guide arrows for dumb people
+ Created new effects for heavy weapons
+ Created models for missing unique weapons
+ Gave all stations tradeable commodities
+ Jumpgates now glow when active
+ Made the camera shake more when in a wormhole tunnel
+ Redid comm window to be 3D and look more like a screen
+ Implemented the first characters and character customization
+ Implemented new effects for heavy weapons
+ Added a large scale system readout for systems the player is discovering for the first time
+ Station UI now grows and shrinks to match station’s room numbers
+ Added shipvisual component that lets player ships change materials if buffed, cloaking, etc.
+ Comm system now uses the same system quest dialogue does

TestGame

Dev:

anon

Tools:

love2d, aseprite

+ New room to implement some parallax scrolling

Necrofugitive

Dev:

Black Garden

Tools:

Unity, Aseprite

Web:

twitter.com/BlackGardendev

+ fantastic new lighting system
+ small changes to the prison's background art to adapt to the new lighting
+ the sentry's lantern light is no longer a placeholder
+ finished a lengthy attack animation for the bounty hunter
+ twitter is starting to pick up steam
- can't figure out why additive lighting doesn't show up sometimes

Tiny Combat Arcade

Dev:

anon

Tools:

Unity 3D, Blender

+ Added radar for better situational awareness
+ Enemy missiles show up as flashing red circles
+ Radar tracks change color depending on what side they're on
+ Converted all input to use Rewired for more robust feature set
+ Added controller rumble based on camera shake
+ Added free look using right thumbstick to first person and third person
+ Free look can also be used with mouse by holding free look key

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

3 weeks without progress,
missed a lot of AGDG, but both were needed.
I reworked the previous App display.
I'm soon gonna start combat.
Been thinking of new stuff.
_____________________________
+ Reworked StockApp displaying
+ Fixed some Hangar/Scan items bugs

Added some features that'll be upgrades.
You can now refuel the truck recovering your scanned items.
I'm may change it for other terms, codename "Manutention Units".
Next I'll arrange game code for flexibility.
Combat delayed a bit.
_____________________________
+ Scanned item will show name depending on upgrades
+ Some art
+ Tweak phone animations
+ Implemented ReFuel System on phone

Changed the Truck Fuel system for a more personnal and easier to manage Hangar Labour Unit system.
It represents the costs for the receiver to recover stolen goods, and manage them in the Hangar.
The cost of a HLU unit will fluctuate depending on various elements.
_____________________________
+ "Truck Fuel" is changed for "Hangar Labour Units"
+ Tweaked choices menu phrasing
+ Tweaked Phone App slots code
+ Some art

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Increase potency of movement zooids and nerf single-head movement. Make start of the game a little bit easier and less painful.
+ Track zooids that player has acquired through the game and call them Adapted
+ For new run allow selecting extra zooid that was adapted in last run. Adds some strategy
+ Fix Sizzler zooid not considering enough zooids for stunning. Also randomize targets properly