June 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 construct buildings via the sidebar
+ After placing a building, a constructor unit needs to come and build the building
+ Added the ability to build vehicles
+ Currently, you can either just spawn them with the mouse or have them come out of designated buildings
+ Added stats like build time, prerequisites, mode of construction, as well as their accompanying functions
+ Building progress is displayed via a fan over the assets' icon, just like in old CnC
- Flow Fields is in the game, but its use was not as widely applicable as expected, only used for non-destination movements, like fleeing from an area or enemy unit.
+ The core movement functions have received an overall that increases performance.
- Game blew up right before recording, so its a crappy screenshot again
- Finally shifted the entire project to a brand new workstation, that's probably why the game blew up
- Also shifted to Maya 2020
+ 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
+ Here are the first trio of faction waifus: imgur.com/gallery/qyk76M8

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Finished initial modeling of campaign ships.
+ Fixed some issues on ship debris creation stuff.
+ Added a wrecked lighthouse vignette.
+ Worked on adding gasminers to systems.
+ Optimized solar fields slightly, mostly for memory management.
+ Multiplayer fields now copy over their equivalent’s data.
+ Created subsystem and large solar systems, a lighter weight modular system meant for structures and battleship fights where things have to be destroyed piecemeal.
+ Created anti-piracy battleships, and made them able to follow and jump after the player.
+ Solar systems now track fields with asteroids in them (used for some stuff with multiplayer and battleships).
+ Created a shield generator subsystem, bits that you have to shoot that can take down shields.
+ Dialogue trees can now process greetings, allowing NPCs to greet you based on progress.
+ Docking logic improved by having it check at each intermediate point if you’re able to reach the docking bay.
+ Optimized contact HUD a bit by having it use the cached distance variable instead of constantly having to call things.
+ Worked more on the LOD system, which can now finally cull objects, and actively culls equipment on ships. Initial tests give it some fairly good FPS improvements.