May 2020 (Week 1)

yatpig

Dev:

yatpig_dev

Tools:

gamemaker, monster zero ultra

Web:

twitter.com/yatpig_dev

+ story related stuff, like triggered events and doors that can only be passed after a condition is satisfied (e.g. talking to an NPC)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ basic group movement is in, can select multiple units with ctrl
+ selction box coding has begun, shouldn't take too long
+ vehicles will avoid each other, but the failture rate is high and needs optimization (this ability is deactivated in the vid)
+ pathing is now done in blocks, which contains pathfinding only to certain blocks of the map. This opens up the possibility for maps of infinite size.
+ new rendering workflow using Arnold was scrapped, too heavy to render, too unstable and quite frankly didn't want to buy it
+ improved older verision of rendering workflow is nicer, has AO but still lacks self-shadowing.
+ lighter and I will move onto doing tests for rendering out the vehicle headlights, brakelights and turn signals.
+ menu intro track: vocaroo.com/nuhNesTg1WG
+ menu loop track: vocaroo.com/bM9fd1hwwsn
+ chill track: vocaroo.com/iBu133pjhoe
+ tension track: vocaroo.com/cpUX9F29pe3

+ selection box implemented, simple group movement achieved
+ group movement all have the same destination, in future we will have them automatically disperse in a formation
+ vehicle avoidance is still failing quite a bit, getting stuck on hitboxes
+ implementing Box2D so that units will be able to nudge and not get stuck
+ pathing is done in such a way that paths with high density of traffic has greater cost, which will make units automatically path around high-traffic areas.
+ all Stryker variants updated to new rendering workflow.
+ lighting tests for rendering out the vehicle headlights, brakelights and turn signals.
+ three tracks below are all implemented in-game now
+ menu intro track: vocaroo.com/nuhNesTg1WG
+ menu loop track: vocaroo.com/bM9fd1hwwsn
+ chill track: vocaroo.com/iBu133pjhoe
+ tension track: vocaroo.com/cpUX9F29pe3

Arcana Wilds

Dev:

anon

Tools:

GMS2

Web:

arcanewilds.itch.io/arcana-wilds

Implemented the crafting system and finished replacing most of the programmer graphics with actual sprites.

Added skill books to the game. You can either scrounge for them and find them randomly (eventually they will only be findable in the library), or craft them yourself using the Literacy skill. Crafted skill books can only be used to learn up to the skill level you're at.

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Game now saves some extra data about your race and last docked station.
+ Categories and tiers now display better.
+ Starting in an asteroid field now clears that properly.
+ Worked on additive versions of existing shaders.
+ Ships now display their tier version on shipdealers.
+ Game now saves achievement data properly.
+ Player can now search for systems and stations in the navmap.
+ Indicators now exist for cargo items, to better see em.
+ Formations now can’t be entered if said formations are full.
+ Forming on NPC ships lets you enter docks and lanes with them.
+ Hostile NPCs now have leading pips regardless of targeted status, and leading pip’s are a bit more optimized.
+ Wrecks can now be accurately shot at, similar to asteroids.
+ Replaced and made some better textures for targeting UI.
+ Added ambient sounds to all stations.
+ Added some ruined space cathedrals.
+ Updated support for other resolutions including ultra-wide monitor resolution.
+ Added some more vignettes.
+ Added “restoration zones”, areas that can heal the player or restore aspects of them while inside them. Useful for multiple things.
+ Added chance-based enablers when the player first enters systems, for random events and spacetime-phasing vignettes.
+ Worked a bit on adding in the new character models.
+ Replaced all non-gun equipment with its finished models.