May 2020 (Week 2)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ implementing Box2D has begun, units will be able to nudge and not get stuck
- Rendering workflow in Arnold was abandonned
+ New Rendering workflow using only Maya software and hardware renderer has yeilded good results. Normals, lighting, self-shadow have now been properly outputted (pictured) It will likely take some time before the normals and lighting be used since lighting is low-prioriy.
+ Used dumbass red green blue directional lighting system to render out normals. Surprised it worked so well.
+ Adding in the new self-shadow layer to the game today
- Honestly scared how many frames this setup is going to output. Might double asset frame count.
+ Added a supply dock, command center and war factory structure place holders in, will likely be using these for a while because designing structures is costly.
+ one new track is 95% complete, will post on Friday
+ 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

+ Basic implementation of Box2D is done. Old simple hitbox system has been completely replaced.
+ All vehicles are now force-driven and can bump into things.
+ Object avoidance was too good to properly test the physics, so we added an option where you can control your units individually. (Vid)
+ Controlling units was quite fun, so we might just leave it in the game. Obviously we'll add better frition and make the speed more reasonable.
+ Lights were implemented succesfully, but will be kept out of the game for now. Day / Night is too far off a goal to be included at this moment.
+ Next week we're gonna start adding some targeting and aiming, then some stats and simple factions to the game. You know, the 'game' part of the game.
+ first 5 tracks for music is done. We will keep it at this level till we have something more playable, then we'll probably expand to maybe to 10-15 tracks.
+ menu intro track: vocaroo.com/nuhNesTg1WG
+ menu loop track: vocaroo.com/bM9fd1hwwsn
+ chill track: vocaroo.com/iBu133pjhoe
+ tension track: vocaroo.com/cpUX9F29pe3
+ editor track: vocaroo.com/lEyXLdik8oe
+ battle track: vocaroo.com/7Gab4huVCcl

yatpig

Dev:

yatpig_dev

Tools:

gamemaker, monster zero ultra

Web:

twitter.com/yatpig_dev

+ moving platforms for optional circus boss
+ adding a lot of content: more maps, boss cutscenes, character dialogue
+ gave /v/3 guy a bad name

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Replaced all gun models with their finished models and redid particle effects to match projectile colors.
+ Also fixed issue where muzzle flashes weren’t sorted correctly.
+ Distant dockable solars that the player has discovered are listed in the contact menu.
+ Fixed some issues with the Contact HUD.
+ Added basically an in-game journal for the main campaign.
+ Added new minefield variants and explosive gases.
+ Added minefield clusters, which essentially serve as impassable walls for content like this, that lets me have much thicker clusters at a much lower rate.
+ Added unstable particulate.
+ Redid Bastic, the exploding system, to be better.
+ Added a haunted disappearing jumpgate to Hardturn.
+ Added an alt-firing mode for chaingun style firing.
+ Redid lightning code to be more efficient and destantiate better.
+ Made wrecked versions of jumpgates.
+ Moved back cameras on ship hardpoints for better clarity.
+ Redid the ball bearing and shipwreck model in Shipstar.