April 2020 (Week 5)

yatpig

Dev:

yatpig_dev

Tools:

gamemaker, monster zero ultra

Web:

twitter.com/yatpig_dev

+ working on transitioning to tileset from hand drawn rooms, going to turn the strip club into a full dungeon instead of a mini zone

+ added robust save, saves should never crash now (it was doing so before)
+ minor dialogue system update to work with new json format
+ adding story to more NPCs
- going to miss demo day again

+ autosave feature
+ background music w/ transitions using free placeholder tunes
+ WIP slowmo when hit, need to add more visual cues because it looks like shit
+ dying now reloads from last safe checkpoint

BnB

Dev:

Commander Rad

Tools:

Love2D, Blender, Spine, Affinity Designer, Affinity Photo, Zeplin, QGIS

Web:

twitter.com/GamesBreakfast

+ moving into object avoidance now, using a flow field algorithm for short-distance unit avoidance
+ begun to add in vehilce assets, aiming to complete an entire factions' vehicles so that functionality testing can begin
+ investigating into rendering normal maps in order to implement 2D lighting in future
+ management pipeline now encompasses audio asset tracking

+ coder took the previous week off, but is back to work this week
+ moving into object avoidance, group select and mutliple unit move orders.
+ finished adding in all variants to the Strker vehicle
+ normal map renders succesful, 2D lighting based on normals is viable but is low priority
+ new freelance lighter has made a new rendering workflow that streamlines the asset production and improves the detail of the final render
- will require gradual rerender of all previous assets, which sucks, but is bound to happen from time to time.
+ 3/5 tracks complete for the first round of music, will post them next week.

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added cliffs, cacti, windmills, etc, to the Ijunus regions.
+ Redid cargoboxes on stations to be offset properly in cases where said boxes are very large.
+ Ijuni windmills no longer have camera lag.
+ Replaced Ijuni battleships with their proper models.
+ Redid some skyboxes and lighting in various systems to make them look better.
+ Fixed issue where NPCs wouldn’t detect one another because of stupidity.
+ Fixed issue where NPCs wouldn’t spawn away from lanelines properly.
+ Added exploding ice crystals to the Marrenfloh system.
+ Added wrecked variants of models for all fighters and freighters.

Catgirl Pool Party

Dev:

Hik

Tools:

Godot, paint

Web:

hik.itch.io/catgirl-pool-party

+ Squirtguns can be picked up to add to selection
+ Shopping with working menu and item purchase
+ Adversary characters can track and shoot the player
+ Submitted demo to demoday