March 2019 (Week 2)

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added more secret things
+ Started making a list of vignettes/content/wrecks in a given system
+ Added Us encounters to places
+ Finally made fishing ships
+ Redid some title screen scenes
+ Fixed issue where configuration loader wouldn’t load key configs correctly
+ Fixed some ships not spawning for some factions
+ Fixed issue where key commands while in menus would sometimes go through
+ Fixed error messages that occured when pausing
+ Pathfinding system redone to spawn NPCs along the actual paths and less randomly
+ Idling NPCs will make more of an attempt to not fly through stations
+ NPCs will, if they are committed to docking, no longer break off and engage fighters
+ Fixed issue with idling NPCs spawning in wrong formations
+ Added all stations to another region of space
+ And also another region of space
+ Rebalanced higher level loadouts
+ Ships low on health will occasionally cry and beg you not to kill them because they have a family
+ Added the basics of a fleeing AI and a raiding AI routine

Cash Sample

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

Been busy with music and administration.
Discovered a memory leak that is big to fix.
I really enjoyed making a small Jam game for last AGDG,
so I'm going to prototype another small game and put
Cash Sample on hold.
Like for the Jam game, I'll build assets and code I can reuse later.
_____________________________
+ Debug systems
+ Design documents
- Performance problem
- Game postponed for a while
+ Switching to "Project Ecobot" (same engine)
- Missed quite a lot of AGDG again

Eco-Bot

Dev:

SlowDancer

Tools:

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

Web:

soundcloud.com/slowdul

Eco-Bot is a game where you play as a robot.
Find underground items to clean up the environment, and collect them all.
Purchase upgrades to detect more items, and unlock different locations.
_____________________________
+ Main mechanic prototype
+ New engine debug tool

So far so good.
Not posting webms yet, but very soon.
_____________________________
+ Diggable items spawning function
+ Save Menu
+ Message Sounds
+ Message Bubbles proto
+ 4K Resolution Base

Cool progress on scope this week.
Gonna draw on the side while enjoying the weekend.
_____________________________
+ Message Bubbles done
+ Optimized Treasure spawning
+ Some art transfer from previous projects
+ Some concept Art of the character (artlet edition)

Card Tower Defense

Dev:

blu3

Tools:

Unity, Blender, Paint.NET

+ Polished card behavior and movement
+ Added card tooltips next to them when hovered
+ Added a little flag to cards to indicate that they belong to the player's deck (as opposed to basic cards that you get every turn)
+ Cards move to either the player deck or discard pile if played (or fade out if they dont belong to the player)
- Found out that you cant rotate unity terrain, so i need another way of making modular tiles