April 2020 (Week 3)

Alien Combat Training Simulator

Dev:

DanDev

Tools:

Unity

Web:

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

+ Added attack animation
+ Moved attacking colliders to arms
+ Redid badguy model based on new character model
+ Added death animation
- Attacking while running will always return to run animation, even if standing

+ Baddies now come in waves after you defeat the previous wave
+ Very primitive UI

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added the first bits of a campaign manager for the main storyline, and tied it to dialogue requirements.
+ Began redoing the master server browser code to fit the modern vision for multiplayer. The player can now define a list of servers they check the status of.
+ Fixed some multiplayer issues.
+ Added in battleship models, redid textures on Gatebuilder stuff including skyboxes.
+ Added some rusty variants of ships.
+ Fixed up ambient lighting settings to actually work properly.
+ Fixed specularity map texture errors with stations.
+ Worked on some new asteroid/mine types.
+ Fixed issues where player starships on buy would have some malfunctionable items.
+ Fixed issue where cargo hold sizes were bigger than they should be due to skills calculating incorrectly.
+ Fixed issue where selling commodities on stations wasn’t giving their proper cargo values.
+ Moved jumpgates back a bit from tradelanes and replaced old shitty colliders with new, better ones.
+ Rebalanced missiles a bit.
+ Fixed issue where any saves other than autosaves no longer could be created.
+ Fixed issue where you could get more items from the console than were possible to hold.
+ Shipdealing menu no longer accidentally can give you negative credits, properly prevents camera scrolling, better communicates deals and money, and prevents transfer-all button from clipping through.
+ Ships that want to spawn in front of tradelanes but don’t, will.
+ Fixed some issues when scanning ships and with NPC ship icons.
+ Redid some internal logic on station price buying, which now takes into account player’s hold value and modulates based on station price.

Frostbite

Dev:

anon

Tools:

lua/love2d, photoshop

Made a really rough bone animation to get a feel for the workflow. The efficiency of it is really attractive, but more testing will be needed to determine if it's a good idea for the project