February 2019 (Week 4)

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added docking rings to planets, and docking overrides for things like that.
+ Fixed shaders on planets
+ Fixed issue where ships would travel forward after docking
+ Added remaining non-racial station pieces
+ Added an intermediate pathfinding system for NPCs
+ Fixed more pathfinding issues
+ Improvements to player avoidance code, less false positives and a bit more reliable
+ Docking code improvements, mostly for docking doors.
+ Added docking exit point objects, which control exit doors, lights, cinematics, when undocking from a station
+ Added an override setting for the camera, for cinematic stuff
+ Started work on initial station passes for systems
+ Added handling code when the game detects duplicates in a trader’s sale list
+ Improved spawning and ship idling, ships no longer will path straight into like, a fucking sun, and they won’t start in one either
+ Faction ships no longer attack each other on accident
+ More larger ships are given betterer models
+ Redid movement code on anchors
+ Further added AI improvements
- Still need to have it so that AI will move away if they’re about to hit a wall
+ Ship trails on player ships are set to be less visible
+ Fixed wrong placement of guns on certain ships
+ Added new button functionality: Target closest enemy and tractor in nearby items (which also serves as an indicator for if the player has loot available to them)
+ Changed the spawning system of loot slightly to not spawn before a solar is destroyed
+ Music system improved
+ Ships now catch fire if they’re low on health
+ Fixed issue where explosions wouldn’t get rid of themselves on NPCs after playing
+ Lanelines can now be taken offline, and bandits will ambush lanelines occasionally
+ Collision and FX pass on all lanelines

Card Tower Defense

Dev:

blu3

Tools:

Unity, Blender, Paint.NET

+ Added Cardsystem
+ Polished Mazing Tiles
+ Multiple Tiles can be connected, so bigger maps can easily be made
+ Added lots of small necessities like an options menu
- Changed game name to Card Tower Defense as working title, because i cant think of something original
- Code needs a lot of refractoring and cleaning up, right now its a mess in several parts
- Need to hurry the fuck up for demo day

C-Dogs SDL

Dev:

anon

Tools:

C, SDL2, Blender, Gimp, Audacity

Web:

cxong.github.io/cdogs-sdl

+ Add subtle screenshake on a few guns
+ Completed a massive map format refactor that took almost 2 months