January 2019 (Week 5)

Naga

Dev:

Gremonation

Tools:

Unity, Pain.net

+ More animations
+ Starting building the first area
- Progress is slow.

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Jumpholes now lock the player in while jumping
+ Jumpholes now have larger hitboxes and can be insta-docked if close enough
+ Jumptunnels set proper reflect layers
+ When in jump, music will no longer play unless specified
+ Added a universe map
+ You can no longer thrust into wormholes
+ Ships with jobs now have a weighted preference towards any docktable targets in their immediate spawning field
+ Fixed issue where contact windows would display names before you discovered the thing
+ Added space forests
+ Added space graveyards
+ Added variations for very large, very bright suns
+ Did collision pass on asteroids to make them able to be flown through and around better
+ Did graphical pass on asteroids and scrap, drastically reducing drawcalls and improving performance by around 20 FPS in heavy asteroid fields
+ All flyable ships have descriptions now. Shiplore.
+ Fixed issue where closely related asteroid fields would be considered identical by the mapping system
+ Shields and thrusters now have proper models
+ Fixed issue where certain asteroids would spawn in areas specifically marked as non-spawnable.

Mech Chip

Dev:

Plutoneus

Tools:

GMS2, Aseprite, Labchirp

Web:

twitter.com/Plutoneus

+ Fixed bugs with xinput controllers
+ Added sounds to the upgraded worm mech
+ Steam achievements
+ Steam page
+ Fixed other controller stuff
+ Added 60+ sound effects
+ Thanks for the feedback

+ submitted what I believe to be the final build.
+ It's been a great ~1.5 years of fun. It will be out this Friday on steam.
+ Now what

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

Almost finished both type of doors,
(vertical and horizontal). Need an alarm state on them.
Tweaked database for their animations,
it's complicated I hope it won't cause problems later.
Fixed some things along the way.
I will ditch conventionnal RPG combat for combat puzzle minigame (RIP).
Scope therefore reduced.
_____________________________
+ Door Animation Database
- it's messy
+ Doors code almost done
- needs alarm state
+ Fixed 2 major mechanics bugs
+ Cleaned code a bit
+ New design for combat phases
+ Scope reduced
+ Perfs looks under control so far

Tweaked doors, NPC can also open them.
I think I need to optimize for shitty CPUs. I'll test.
Gonna think of a routine system to give some life to NPCs.
_____________________________
+ Some Doors code tweak
+ NPC can now open doors

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

Made ProcessorSpec able to fulfill ProductName, so there will only be on scriptableobject to edit. Generic, so things can fulfill different requirements

Witch Aces

Dev:

Kada

Tools:

UE4

Web:

kadadev.tumblr.com

+ More speed indicating UI
+ Truesky workarounds
+ Particle trails for low speed motion
+ Flack AI and splosions
+ Gen LoDs for planes
+ [AC] Witch high res clothing

Monospaced Lovers

Dev:

Scarlet String Studios

Tools:

Unity, GIMP, Inkscape, Krita, Audacity

Web:

twitter.com/scarlet_string

Made a spellcard effect, and gained a new appreciation for Touhou's graphics, never mind the art.