June 2020 (Week 1)

Strandships

Dev:

Nebulous

Tools:

Javascript, PIXI.js, Jquery-UI

Web:

strandships.tumblr.com

+ Game saving
+ Full supply chain
+ Larger factories
+ Ships move on the overmap

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Weapon types and armor types added
+ Supply collection and delivery added
+ Vehicles can now be destroyed and leave wrecks
+ Supply for building vehicles and the usage of supply added
+ Direct, ballistic and missle weapon types added
- Currently, I'm busy moving, so I'm gonna be off for an entire week. No more graphics can be done until then.
+ Coder is still working though, so there's actually a lot of stuff going on.
+ Enjoy these high-quality images provided by the coder, complete with temp assets, and floaty numbers.
+ Upgrading to a beastly rig soon though, so technically rendering will be faster.
- Supply collection is actually really hammering our pathfinding system, so we may indeed need to try to implement flow fields, which we had wanted to avoid.
+ Here is the current music for anyone that wants a listen:
+ menu track: soundcloud.com/user-255042164/bb-main-menu-theme
+ chill track: soundcloud.com/user-255042164/bb-chill-theme
+ tension track: soundcloud.com/user-255042164/bb-tense-theme
+ editor track: soundcloud.com/user-255042164/bb-map-editor-theme
+ battle track: soundcloud.com/user-255042164/bb-battle-theme

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Distant object optimizers can properly disable particle systems now too.
+ Nebulas can now suppress sun lights by a specified factor, instead of just recoloring them.
+ Added 21 new transport turret variants and added those variants to the spawning lists.
+ Resized AI equipment because it was way too fucking big.
+ Fixed some material errors on freighters.
+ Rearranged AI hardpoints on ships to actually show up.
+ Adjusted camera settings on various ships to fit better.
+ Fixed issue where contrails on ships were persisting far too long, leading to potential memory issues.
+ Replaced graphics on zombie transports.
+ Contact and equipment buttons no longer occlude the scroll view and in general perform much better.
+ Changed naming schemes on screenshots to sort better.
+ Completely redid spawning logic for NPCs so that they’d consistently spawn near the player and not in stupid places and implemented new effects for them.
+ Increased detection range on ships by 80%.
+ Additional space lobsterage.
+ Redid logic and code for character customization, allowing for more kinds of things such as material swaps or disabling body parts, and more internally consistent logic on character customization.
+ Started to create a bunch more items for basic character customization.
+ Synchronized body parts and players on stations in multiplayer.

Pixelfox

Dev:

pixelfoxdev

Tools:

XNA

Web:

twitter.com/pixelfoxdev

First check in, have basics of how weapon systems work implemented as well as hit detections, movement, hud and hud fancy things. Ready to start working on stage/tile interactions and how all of that will work. Overcomplicated things for a while in my head but figured out an easier way to make it work by just using a couple hitbox detection configurations depending on whether the tile is a slope or a half or full size tile.

yatpig

Dev:

yatpig_dev

Tools:

gamemaker, monster zero ultra

Web:

twitter.com/yatpig_dev

+ fixed bug with space bar and dialogue causing player to jump at the end
+ replaced sound effects with better ones and fixed them to trigger correctly