January 2019 (Week 3)

Bullet Hell Lane Shooter

Dev:

ADMAN

Tools:

Unity, Blender, Aseprite

Web:

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

+ Fixed a bug where having a controller plugged in would fuck up keyboard controls.
+ Other fixes.
- I am moving away from making the "Story" mode, and scaling back my scope. So I'm gonna do what I originally planned and make a endless arcade-style mode.
- Still need to sort out my repo.

C-Dogs SDL

Dev:

anon

Tools:

C, SDL2, Blender, Gimp, Audacity

Web:

cxong.github.io/cdogs-sdl

+ Show name of gun when switching
+ Fix a number of bugs found during the demo, thanks guys

Naga

Dev:

Gremonation

Tools:

Unity, Pain.net

+ Started adding my own tiles to game
+ More sprites for animation
- recap said i'm dead

Necrofugitive

Dev:

Black Garden

Tools:

Unity, Aseprite

Web:

twitter.com/BlackGardendev

+ made progress designing a navigation system for platforming AI
+ AI enemies can also ledge climb, climb ladders, and will not shuffle off the edges of platforms during combat
+ working on new and improved hitbox manager with clickable boxes
+ improved knight attack animation
+ basic art for new cathedral level

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added an ambient explosion system that causes larger battles to have flak explosions
+ Implemented models for bomber-style ships
+ Began initial work on UI graphical overdux
+ Added space fish
+ Added tentacles
+ Added more models for unique weapons
+ Made space sword
+ Implemented new jumpgates
+ Redid jumptunnel code to have gates pick from an index
+ Added additional bosses
+ Added some new enemy types
+ Redid jump-in effects to support non-friendly ships
+ Multiplayer now properly synchronizes player knowledge
- Mostly spent a lot of time working on some PR stuff

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

What doesn't kill you makes you stronger.
Finished NPC detection in all 4 directions, with tile obstructing.
I still need to make doors and possibly other events obustructing,
and also tweak close movement detection.
Then I'll add a proper detection sequence.
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+ NPC Detection in all 4 directions
+ Tile Obstructing

The NPC are now reactively detecting the player.
The system is set so I can easily tweak range.
I also added an input system to neutralize NPCs.
I will make skills interact differently with this.
Waiting on some help for the events (doors, etc...) obstructing code.
Then I'm gonna test a bunch the A.I, and should start RPG combat if it goes well.
Maybe I'll have another demo for this summer?
_____________________________
+ NPCs now have player detection
- Still need to make Doors and such obstructing
+ Kill Range proto to neutralize NPCs
+ Redid walking animation a bit
+ Some art