March 2020 (Week 4)

Alien Combat Training Simulator

Dev:

DanDev

Tools:

Unity

Web:

dsilvert.itch.io/alien-combat-training-simulator

+ Replaced stock doggy asset with my own 3D models
+ Replaced my initial gameplay idea with a wave brawler
+ Came up with dumb bad guy ideas (goofy heads)
+ Made a skybox to procrastinate designing characters
- Can't see that the player has a round head. I always planned to rework the camera though, so that's ok
- Back side of the planet has far less ambient lighting because Unity's ambient light is based on the skybox or something

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added a command that gives the player a random loadout and start, for screenshots mostly.
+ Added rotational offsets for icons while in inventory.
+ Fixed off-centeredness and strange rotational settings when viewing icons in the inventory menu.
+ Ships that are important to a multi-stage mission, such as assassinations or rampages, now show up as important contacts.
+ Missions now select from one of the three closest spawnpoints on a man.
+ Factions now pick leading ships from a different racial pool than the normal, day-to-day ships.
+ Projectiles can now have beam-weapon style trails.
+ Began work on instancing for solar systems in multiplayer.
+ Multiplayer now syncs scanning and ship headlights.
+ Nebula clearings now have shells around them to simulate cloud clearings.
+ Fixed issue where jumping to system would leave some in-game effects on.
+ Began decoupling rigidbodies and ships from their overall ships, greatly increasing in-ship performance.
+ Fixed some rendering errors with the space train.
+ Replaced some UI sounds.
+ Fade-ins and fade-outs for the UI are much faster on stations.
+ Redid DeleteAfterPlaying to not be old and stupid.
+ Added a “transfer all” button to the shipmenu and added in some actual sounds for shit.
+ Station buttons reset upon launching to space.