May 2020 (Week 3)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Adding targeting and aiming this week
+ laying down the groundwork for faction and team logic
+ tweaking the menus and UI this week
+ adding a music management library this week so that we can have a playlist of songs in-game
+ Lights were rejigged and added as a separate object, and that seems to be the way to go.
+ Redid the vehicle as well and it seems to have fucked up the rendering, will fix this week (vid)
+ rendering Maya file consolidated to a single file now. Used to be three.
+ Here is the current music for anyone that wants a listen:
+ 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

+ Basic faction functionality added. Faction can be set to 'player', 'enemy' or 'neutral' in the editor
+ Aiming functionality added. Turreted vehicles of the player faction can aim their turret at an enemy unit
+ RMB move disengages the target lock, Ctrl + RMB move keeps the target locked while moving
+ Movement has now been improved substantially with the addition of turning inertia. Units no longer do this jiggly dance when moving to the next waypoint.
+ Enemy vehicle automatically aim at your vehicles.
+ Tabs added to where the map is
+ Group tab displays all icons of units currently selected
+ Unit tab displays specific data regarding the single unit, or the first unit of your group. Currently, it just displays the unit icon.
+ Unit icons are being updated to a temp one with a road background.
- In future, we plan to give all military units a unique icon background. I know this is a fuckton of work, but it just doesn't feel like classic CnC without it.
+ Laying down the groundwork for faction and team logic
+ Funny bug where the game crashes when the first song in the playlist is done playing is fixed.
+ The whole unit produciton workflow and rendering process is now basically finalized and we are in the process of rerendering all vehicular units.
+ Here is the current music for anyone that wants a listen:
+ 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

+ fixing compatibility issues with other characters so i can use them for future progress posts
+ started gimp suit man boss
+ improving AI and attacks for pimp boss
+ giving attacks and being hit more flavor with visual effects

+ unskippable title card
+ trying to add juice to attack animations with a little bit of a linger, sparks, greater screen shake
+ fine tuning of each pimp ability, testing various AI designs to make fight more challenging
+ mini cutscene of new character

VNMMO

Dev:

Vladark

Tools:

UE4, mysql, PHP, Gimp, Blender

+ Asset Management System V1 done, Client checks local files and if file not found it downloads the asset from internet.
+ Moveable and Closeable windows.
+ Scrollable text window that can have text or images pushed to it.
+ Location data loading from server correctly and displaying.
+ Basic account creation / login system made, and simple character creator.

+ Got arrows loading their location, function, and graphics from server.
+ Changing Location working
+ New more modular asset management system for retrieving assets from server.

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Lots of refactoring in the 2-ish years since the last recap
+ Changed editor gui to use Dear Imgui
+ Editor can save and load but not export
+ Implemented PhysFS for asset loading
+ Mod support through asset archives, with customizable, priority-based load order

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Made some space honeycomb mesh… thing. I guess.
+ Added said space honeycomb to replace the old crappy space honeycomb.
+ Creepy gyro now shoots at you.
+ Added new gyro asteroid variants.
+ Beam weapons can have lights tied to their charge state.
+ Fixed some star systems not giving the UI any color.
+ Fixed some issues with Us space lighting.
+ Fixed some awkwardness with player aiming.
+ Began work on solar locks, which prevent a player from docking on a station, lane, or gate, if they don’t have the requirements.
+ Added lampposts and rocks to Us space and redid the model on the space book.
+ Added some special stuff to the space book.
+ Fixed issue where nebula exteriors were staying visible inside themselves.
+ Did some more work on the Great Dish.
+ Fixed up line connectors to work better, given that they hadn’t been used in forever.
+ Lobsters.