August 2020 (Week 2)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Started to lay down the groundwork to add infantry and drivers
+ Fixed some animation problem with the previous animations
+ Added a simple experience and leveling up system
- Actually went in and removed some assets because they haven't been updated and no longer worked
+ 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

+ Added various driver functions. In fact, we kind of added a driver license system.
+ Added crushability functionality as well as a weight class system to determine crushability.
+ Adding a collision damage and crushing damage system.
+ Reviving the infantry animation pipeline, which was RnD'd like 2 months ago. So far so good.
+ Probably gonna start another round of music as well.
+ 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

+ Fixed issue where skipping through a conversation with the player involved would cause an exception.
+ Sorted out battleship trails to render better.
+ Added some edge cases to spawning.
+ Removed some excess colliders to improve framerate.
+ Fixed some issues in the Pard-12 system and redid one of the bases a bit.
+ Added a space egg.
+ Removed and recoded physics on NPC AI volumes to make them far more efficient, gaining back some 30 or so FPS.
+ Redid the old explosive damage effect to do things a little bit better.
+ Missiles don’t curve towards station bits now and are easier to aim at larger targets.
+ Shooting a missile at someone will instantly piss them off.
+ Stations can get pissed off now via shooty or missley.
+ Pissing off an NPC now pisses off everything including nearby dockables, and anger persists for some time.
+ Offscreen indicators now render behind UI for clarity.
+ Added space skeletons.
+ Cracked a planet open, with the boys.
+ Gave Veilers first names.
+ Fixed issue where some duplicate IDs were colliding.
+ Fixed issue where long-range solars would get duplicated by the detection sphere.
+ Long-range solars that are hostile but out of conventional range no longer show up as important.
+ Re-coupled some uncoupled items, now that they’re no longer a physical object.
+ Fixed some ships that had missing colliders.
+ Added the most important kind of cheat code: Bighead Mode.
+ Gave Karbelle his proper uniform.
+ Created a giant wrecked missile vignette.
+ Improved the graphics in Croftsedge a bit and added more clearings.
+ Added a giant lost starfactory.
+ Began work on adding clearings to asteroid fields outside of the demo area.