December 2018 (Week 1)

Escape the Breach

Dev:

HoudiniGuy

Tools:

Unreal, Houdini, Zbrush

Web:

twitter.com/escapethebreach

+ Basically finished mech model
+ Got mech into gameplay as WIP
+ Started sculpting a boss alium
+ Came up with some more combat and animation concepts
+ Only a few more weeks til I have 2 weeks holidays to work on game full time

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Added some effects for when the player is killed, so it no longer looks like they're instantly spawning on top of themselves.
+ Minor HUD change to have it work better with the previous point.
- Not sure how to implement the new stuff I want to do.

Naga

Dev:

Gremonation

Tools:

Unity, Pain.net

getting groundwork in.

Rescue Squad Omega

Dev:

CriticalScrewUp

Tools:

Unity, Adobe Illustrator, Audacity, FL Studio 20

Web:

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

+ added 1 new event + art
+ added 1 new crewman + art
+ added 1 new card + art
+ cards can now modify other cards (that was harder then it sounds)
+ crewman abilities now have names
+ a hand full of bug fixes
+ improvements to the background scenery system (should includes a tiny performance boost)
+ in preparation for a future plan (environmental effects), systems with nebulas now show on the map
- that does not look very good yet
+ refactored a bunch of stuff and am now the proud owner of yet another singleton

A Hollow Place

Dev:

Thuby

Tools:

Unity3D, Blender

Web:

twitter.com/xthuby

+ Redid inventory screen. It's not much closer to how I'd like it. Still needs work, and doesn't have too much functionality.
+ Lots of other stuff I've forgotten about since it's been so long since I've worked in this.

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ RIP to my follow count, thanks tumblr
+ Added in more models for ships
+ Added in cloaking
+ Synchronized faction and knowledge states in multiplayer and savegames
+ Added anti-missile countermeasures items
+ Added moofy smibblers, more commonly known as space jellyfish
+ Also added control spawners to generate schools of space fauna, smibblers included
+ Redid some aspects of the new comm UI to be juicier
+ Redid the encounter spawning system to use deck-based RNG instead of normal RNG
+ Added in singleplayer party members, and the summoning of such
+ Started work on optimizing asteroid fields
+ Fixed issues where the navmap wouldn't refresh properly

Sweet Fukushu

Dev:

LK

Tools:

Monogame

Web:

twitter.com/LKTheDev

+ Been making my character controller for a long while now. It's finally migrated from the dev/debug project into the actual game, felt like a recap makes sense.
+ Can now create characters from .json files, super flexible for churning out lots of enemies or alternative PCs even.
+ Procedural animation made with IK for the limbs
+ Has Ragdoll support that can get cut into pieces (With each piece getting it's own rigidbody)
+ Cloth physics is also part of the new character system
+ Added a dropkick to the player controls
+ The gameplay feel much better compared to the old system. Really great feedback testing the mechanics.
+ Also remade my lights

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

Finished some end tweaks on the Receev APP.
Started the Combat phase by having a base damage formula.
_____________________________
+ Tweaked HLU Order menu
+ Some art
+ Fight basic damage formula

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Tweaked Tank movement type as it would overshoot even more with movement tweaks. Now it's borderline usable. Interesting that some "spinning" builds can benefit from it.
+ Added an achievement for completing a level without killing anything.
+ Released an update 0.2.0 with changes mentioned up to this recap line.
+ Started adding support for different game modes - to support promised Aquarium and start experimenting with others

another super brick breaker clone

Dev:

ingriddev

Tools:

libgdx, box2d, java, tiledmap editor

Web:

twitter.com/dev_ingrid

+ added hud.
+ added particle effects.
+ added other cool "juicy" effects.
+ solved some problems related to box2d.
- still getting box2d related problems.
- can't think of a better name.