December 2018 (Week 2)

BabsRL

Tools:

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

+ Work on 'ground' level, now connected to the dungeon via staircase
+ Fixed items rendering on top of each other looking like trash

Necrofugitive

Dev:

Black Garden

Tools:

Unity, Aseprite

Web:

twitter.com/BlackGardendev

+ finished most of the basic combat animations which amounted to 4 months of work
+ lighting system improvements
+ working on platforming AI
+ updated the design document and skill tree
+ improvements to background art

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ Trying out the rolling recap
+ Implemented the crouch and slide animation
+ Refactored collision code a bit so it's less stupid and more flexible
+ Learned about shaders a bit more to make a mask and scrolling texture shader for the sole purpose of a dumb joke (probably useful to know later)
+ Gave boss some more attacks

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added in yet more models for ships
+ Did a lighting pass on all systems, giving a higher intensity to suns
+ Fixed issue where some fields didn’t have proper IDs
+ Created new archetypes for spawning in additional ships for factions
+ Created encounter lists for all regions and factions, finally getting rid of the last vestiges of the old system
+ Added in a zone-level system for star systems and encounter zones, which gives control over what tier of ship spawns back to the faction itself
+ Implemented a cooldown system on encounter zones that prevents new fights from breaking out for a set amount of time, as well as stops new ships from spawning in an area where many ships are already fighting
+ Changed some internal faction management tools to support edge cases
+ Added descriptions to all objects in every system
+ Added encounters to every system
+ Fixed issue where some larger ships wouldn’t move
- Need to redo how ships generate in multiplayer, and probably overall for the sake of some additional variety

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Added game mode selection to Main Menu. Each game mode has its own breed selection
+ Breed selection also contains "Load Game" entry which displays your current playthrough's Sipho and loads game instead of starting new one
+ Breed selection entries can have different area props which show in what kind of area player is going to load/start to
+ Aquarium mode now has a separate UI which can be used to manipulate game, for example spawn some food
+ Fixed a bug that sometimes caused last boss to stay brainded and keep instantly regrowing
- Breed selection was hell to refactor and still has a lot of shit code. If we ever add more game modes, each one will require to change code in 3+ places
- Tried to stream refactor and streaming impairs thinking ability. Hope to get used to that for extra marketing points

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

Could not work my mind free on combat because I was thinking too much on what would lead to it.
So I switched my focus on implementing the system that will make the NPCs detect the player in the houses.
I got on head & paper something that should allow for it to work, I will now start to implement this first prototype.
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+ Designing a system to allow NPCs detecting/chasing