January 2019 (Week 1)

BabsRL

Tools:

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

+ Initial support for Sqlite3 added (only on Linux) to speed up development (less compilation)

+ Completed cross-platform SQLite3 support (Linux, Windows)

+ Optimization pass on the entire rendering process, CPU reduction from >30% to 3.0 - 4.5%

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

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

+ Car balance and tweaks
+ Car selection menu
+ HP system and death conditions (both enemies and your car have real HPs now)
+ Enemies can now attack and kill you
+ Camera tweaks
+ Physic tweaks on cars and enemies
+ Level 1 pretty much done gameplay wise for now (still using shit placeholder graphics tho)
+ Some bugs got fixed (big thanks to colludium)
- Found some bugs (you can even see one on the webm where the flying enemy kills you while dead)
- Still working on level 2 for demoday
- No new art progress (need to make new sprites for the enemies and map)
- I think i've chosen the final name for the game but i will keep the change for later

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added animated background stars to all systems that need them.
+ Redid weapons to have varying projectile effects for more visual variety.
+ Hooked up renderers to equipment, allowing them to disappear when cloaked.
+ Fixed issue where spawned-in ships wouldn’t have the correct equipment
+ Fixed issue with thruster audio not playing on NPC ships
+ Redid graphics on certain pirate ships to better fit their texture color scheme
+ Attached models to remaining fighters
+ Volumetric lightning now properly fades in marked nebulas
+ Redid fauna spawning pools to control when fauna is spawned and unspawned
+ Redid some graphical effects on projectiles which didn’t look right
+ Rebalanced NPC power plants so that they can actually fire their shots
+ Redid asteroids to be larger but spawn less of them, for optimization work
+ Fog system redone to properly hide things in nebulas
+ Sun pass, making them properly hide themselves in nebulas, if they were meant to be hidden in the first place
+ Nebulas are now fluffier