January 2019 (Week 4)

BabsRL

Tools:

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

- Pathing / Autoexplore fell apart, needs more PoC work
+ Created a much more 'slim' version of the game with just the rendering and movement. To be used as a sandbox for feature high-impact changes / PoCs
+ Major refactoring almost finished on the inventory system. System is now entity-agnostic and more than just the player can hold items.
- Major bug with our Entity-Component-System that is causing compilation issues on Windows

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added assassination missions
+ Redid dialogue to properly apply filters
+ Input system redone, now allows multiple keys per input and also can freely expand on commands
+ Started replacing equipment with proper models
+ Fixed issue where police scanning ships wouldn’t get new targets
+ Added space billboards
+ Added missing ship descriptions
+ Added proper engine trails to all ships
+ Redid sounds on engines to deal with faster charging highengine ships
+ Fixed some engine graphical issues on all ships
+ Redid ship formations so that they lag slightly behind the leader
+ When choosing an endpoint, ships with jobs
+ Added new unique weapons and new unique weapon effects
+ Added additional loottable logic
+ Most once again NPC ships drop loot when killed, which scales with their difficulty
+ Fixed issue where some attempts to hit an enemy would end poorly, to say the least
+ Tweaked NPC AI
+ Fixed edge case where nebulas would cease to exist when god was mad at you
+ Nebulas now block ambient skybox reflections
+ Added headlight customization options
+ Fixed issues where selected buttons would be colored wrong
+ Set nebula clearings to not always hide large dust particles
+ Coloring pass on jumpholes, which now reflect which region of the galaxy they take you to

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

The doors are now obstructing NPC vision.
And I think I found a suitable door design (art and code).
Next I'm gonna polish alert bubbles system a bit.
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+ Door are now obstructing vision
+ NPCS Vision code tweak
+ Doors code and spawn method
+ Doors art design method (Horizontal)
- Need to make Vertical doors
+ Started designing new NPC bubbles

Remade the door.
They are now automatic and sliding.
I need to make them detect NPC,
and implement the alarm state.
_____________________________
+ New door design and code
- Need to make Vertical doors
+ But it should be quick
- Did not follow AGDG enough since New Eve