July 2020 (Week 2)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Added asset behavior trees, which replaces all logic for all current buildings and assets
+ Beginning to work on mechanisms for other types of animations. Like deployment animatons for artillery units or switching between 'loaded' and 'unloaded' states of the supply truck.
+ Resource gathering is now automated and works ... once
- Clearly some pathing issues with automatic resource gathering needs to be ironed out
+ 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 secretaries here: imgur.com/gallery/qyk76M8

+ Asset description files now split into two file. One for basic info like collision, and another for all the animation sets
+ The map maker sidebar now has a folder system for all the assets.
+ This feature won't be necessary in the game, but its easily incorporated if need be.
- Gotta refresh all the asset description files, so that kinda sucks. Feels like a weeklong task
+ 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 secretaries here: imgur.com/gallery/qyk76M8

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added gasminers to all systems that should have gasminers.
+ Worked on some interior models for the campaign.
+ Fixed some duplicate jumpholes in systems and added code to prevent key collision.
+ Added some initial campaign dialogue and elevator tech.
+ Redid character controller to fire one-off animation state.
+ Added new clothing variants for the Vauldwin.
+ Emotions and animations now tied to dialogue and can animate talkers.
+ Hooked up missing keybinds to input system.