March 2019 (Week 1)

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

+ First concept of the second level done. Pic related. Subject to change based on feedback and testing
+ Some game logic changed to make the game less cpu hungry
+ Im studying and reading books/tutorials about art and animation in general to help me on artdev
- Still testing the new thruster i made. I removed the thruster from demoday build because it still need some fixes and balance
- I want to do art, but art is hard. Same applies to animation

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added death zones to planets, as well as effects when starting to enter said planets
+ Added system that tracks how the player dies and can judge them for it
+ Added audio pass on stations
+ Damage effects with trails and such are now able to fully play out before destroying themselves
+ All ships now able to catch fire
+ Added a subeffect category to damage effects. This allows for longer, drawn out explosions for things like larger ships
+ Refined some visual aspects of player flight to be a tiny bit smoother
+ Fixed issue where explosion effects weren’t behaving properly
+ Fixed some more pathfinding issues
+ Fixed issue where laneline and jumpgate effects wouldn’t play
+ Added manual docking, which lets the player manually dock with lanes and jumpgates
+ Fixed issue where NPCs would spawn before a system was fully set up
+ Fixed some field issues where some fields had no cooldown rate for spawning mineable chunks and where some encounter zones had their current and max densities switched
+ Added (finally) content for the Us, that charming race of sapient corpse-infesting fungi
+ Added encounter types for freighter-style ships, and allowed the game’s encounter system to process systems scaling for freighters
- Made me realize I need to redo a bunch of my avoidance code, which will set me back a few hours
+ Added more stations
+ Added some more developer commands
+ Collision pass on jumpgates
+ Fixed issue where duplicate contacts were listed
+ Added some secrets
+ Added activators
+ Worked a bit on dungeons/raids

Card Tower Defense

Dev:

blu3

Tools:

Unity, Blender, Paint.NET

+ Rewrote Camera for smoother Zooming, Panning ect
+ Changed how card dragging is visualized, it should be clearer now whats being dragged and where
+ Added functionality for upgrading towers by dragging certain amount of cards onto it
+ Added an effect for upgrading
- Got less done than i wanted to, todo list keeps growing and growing

Monospaced Lovers

Dev:

Scarlet String Studios

Tools:

Unity, GIMP, Inkscape, Krita, Audacity

Web:

twitter.com/scarlet_string

Received idle anims for the various creatures, and updated the DD25 build with a few bugfixes.