May 2020 (Week 4)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Added the ability to save your game.
+ Added the ability to save the map you're editing.
+ Both save features automatically generate a name according to the system time.
+ Begun laying down the groundwork for a overarching database, in which all unit stats are read from.
- Currently, the very little unit stats we have are shoved into a file intended for visual display and node attachments only
+ Changed the design for the saa, or short-range anti-air. There was a problem with the original design in that the chassis would obscure the turret, while the turret also obscured the chassis that it sat on. The only way to get that design in was the break up the chassis into two layers and I didn't want to do that.
- the new and old designs are both from the same Stryker SHORAD program. Coincidentally enough, the old prototype was abandonned while the new one is pretty close to be accepted. (vid: youtube.com/watch?v=7PnCJkAczHw)
- I was pretty lazy with the model honestly. Mostly reused the old turret. I didn't want to short range anti-air to have a gun nor two different types of missiles.
- This week is mainly boring stats and stuff, so it won't be interesting to show. Might be obliged to post character designs instead.
+ Updated the color pallet. This only affects objects with changable colors, like the base color, faction color and shadow color of objects.
+ 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

+ Added big ol' database, most stats are consolidated there.
+ Each asset still has a small metafile that governs visuals and 3D point data.
+ Added various stats, like unit sight, weapon range, damage, health, etc. etc.
+ Added some behaviors, like units auto-attacking enemy units, unarmed allied units avoiding enemy units, etc.
+ Attacking and all that works, technically.
- The whole attack system broke and unit avoidance works too well, causing player and enemy units to flee towards the edge of the map upon starting a game. fug
+ Gonna unfuck attacking next week and introduce the concept of death.
+ Update of color pallet is ongoing. This only affects objects with changable colors, like the base color, faction color and shadow color of objects.
+ 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

WelcomeMonoHome

Dev:

anon

Tools:

Monogame

+ added shitty camera
+ scalable entities
+ scalable collision boxes
+ working on health pills

VNMMO

Dev:

Vladark

Tools:

UE4, mysql, PHP, Gimp, Blender

+ redid message queue system.
+ new scrollbar and button graphics
+'situations' system implemented

Strandships

Dev:

Nebulous

Tools:

Javascript, PIXI.js, Jquery-UI

Web:

strandships.tumblr.com

+ Many new buildings
+ Can launch ships into space
+ Polish all around and about 20 bugfixes

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Made the Great Dish more willing to attack you and added better effects to it.
+ Began working on synchronizing fields and dockable solars in multiplayer.
+ Added a system for tracking global variables, for various things.
+ Added globals, race and quest stages to dialogue requirements.
+ Fixed some docking issues with jumppoints.
+ Players will dock and synchronize with dockable items in multiplayer now.
+ Fixed some issue with system transference in multiplayer.
+ Multiplayer now tracks if players are inside fields.
+ Fixed some UI elements being off-center.
+ Fully implemented the code for solar locks.
+ Hooked up some missing voice lines and code for things like attacking or having an ally attack an NPC
+ Fixed issue where some dialogue windows wouldn’t open up all the way.
+ Updated logic for sun shafts, as they were failing to work during nebula transitions, and fixed up some weird bugs with it.
+ Fixed some space book issues.
+ Fixed some null references on shipdealers.
+ Fixed issue where beam weapons had stopped working.
+ Worked on some initial cockpit stuff, mostly effectwise and tweaked aspects here and there.
+ Fixed some bad camera offsets on ships.
+ Fixed up the spacetrain model a bit and added a wrecked variant.
+ Changed the logic of system enablers to be requirements based.
+ Added a chance, location, stormeye, storm, and data requirement type.
+ Docking restrictions can now have custom colors and messages.
+ Added a space whirlpool.

yatpig

Dev:

yatpig_dev

Tools:

gamemaker, monster zero ultra

Web:

twitter.com/yatpig_dev

+ placeholder npcs scattered across city to make it feel more alive
+ "tutorial" story line in progress; added barriers to stop player from exploring the city
+ more characters
+ added secret rooms
+ started working on steam store page

Ctesiphon

Dev:

Stomy

Tools:

C++/OpenGL, Blender, Krita

Web:

stomygame.tumblr.com

+ Added popup previews in the texture browser
+ Fixed a duplication bug where I was iterating through a list that was being reallocated without acknowledging the memory changes
+ Global map properties getting saved and loaded, as well as tracked for undo/redo
+ Undo/Redo now work in every panel, not just the main viewport
+ Started a huge ongoing refactor of the models system while getting it to work with PhysFS