December 2018 (Week 3)

Naga

Dev:

Gremonation

Tools:

Unity, Pain.net

+ Working on sprites
+ Adding animations to unity
+ Thinking how Naga should attack.
- Played smash bros for a week but finished now
- Christmas shopping.

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Started rewriting my map editor from the ground up as a web app
+ Object placement with live green dot preview (press A, then click)
+ Object selection (click) and deletion (press X)
+ Object renaming (select, then use the inspector on the right)
+ Object movement (select, press G, click in the new location)
+ Hyperspace route creation/removal (select source, shift-click destination)
+ Planet/station resizing (press R, move the mouse, click to stop)
+ Scrolling (press S, move the mouse, click to stop or press S to reset)
+ Save map data to a local file (click the filing cabinet icon)
+ Load existing data (drag a file into the browser window)
- Drag-and-drop breaks the entire page in some browsers
- Dynamic SVG resizing is broken in some browsers and it looks weird

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

Last prototype for detection was shit so I'm making something new.
Seeking it to make a physical sprite detection that will be obstructed by walls.
Modern PC should handle the load of multiple NPCs, planning on optimizing strong tho.
_____________________________
- Old NPC detection is shit
+ Working on a new one

Found a way to attach Vision Zones to a dedicated NPC.
Now onto finding if I can make it automaticaly works with several spawned NPCs.
Still monitoring perfs. I'll only work on the detection features once the vision is solid enough.

_____________________________
+ Progressed on the Vision/Detection system
- Still a lot to do

Third iteration of the VISION ZONE for NPCs.
Magic help from a plugin who come out today. Using it to tie my own process just after.
Now I need to add unique "obstructing" checks taking in account player surroundings.
I drew them on paper.

_____________________________
+ Lucked in some plugin release
+ VISION ZONE mk3 went very well today
+ Perfs should be very good


>>238437413
Yo recap guy. It's "Dosh Jobs". I guess you could see that the infos between this post and Dosh Jobs are similar for that precise case.
I could still provide more proofs if you want.

Obstructing looks to work well.
Code is pretty big but seems to run fine.
Now I need to make it work for the 3 other directions.
And then I'll see how well it work with moving NPCs,
and multiple NPcs.

_____________________________
+ Obstructing tiles working
- If I where to stop posting progress, I did not gave up

Sipho

Dev:

All Parts Connected

Tools:

Unity

Web:

twitter.com/sipho_game
allpartsconnected.com

+ Nerf Spike part - less damage, more velocity required to deal full damage, less frequent touch damage.
+ Fix a nasty bug that would cause game to quit to main menu unexpectedly. This was caused by having invisible quit button in the scene and navigating to it through keyboard. Game doesn't rely on UI keyboard navigation so it lived for a long time unnoticed.
+ Aquarium branch: Make it possible to launch, save and load different game modes.
+ More work on Aquarium UI

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added multiplayer boss entity
+ Changed beam weapons to have more control over their graphical effects and damage
- Issue where beams don’t hit ships in edge cases. I know the problem but not the solution
+ Added bosses Kaon Shapebinder and the Darkon Entity
+ Added additional faction loadouts to various ships
+ Assigned faction loadouts to more factions
+ Gave all factions bigship names
+ Fixed issues where nonexistent mines would deal damage to the player
+ Added some extra ships to factions
+ Gave all larger ships first-pass colliders
+ Fixed issues where factions wouldn't assign proper races to ships
+ Added system for clearing ships out of docking queues if they no longer existed
+ Re-balanced energy consumption on weapons
+ Generally did a lot of bugfixing after yesterday's big multiplayer test

Generic Furro Climbing Hill Racing Game With Something That Are not Zombies (GFCHRGWSTAZ)

Dev:

PlayerEmers

Tools:

Construct 2, Spriter Pro, Krita

Web:

twitter.com/playeremers
playeremers.itch.io/gfchrgwstaz

+ Created a new car for the game: "the intel car", a blue sedan that will be your starting car on the game
+ Made some changes to the car logic on the engine to make things easy to add more cars
+ Made changes to the camera to be more smooth and zoom in/out when your aim is far from the car
+ Created one of the two characters that will be playable on the game: The Ferret with a beret. Its a infantry soldier

>>238479323
i actually did that today

the camera zooms out when you aim far from the car (you can see on the webm) and zooms in when the aim is close to the car

i guess i could increase the zoom out a little bit since it seems hard to notice on the webm