September 2020 (Week 2)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Taken out the wheels so that they can be attached individually
- This will increase the object count a lot, but it will lessen the amount of frames and image size of the sprite sheets by a lot
+ Lighting improvements
- Ground is red because anything that hasn't been rerendered in the new way will have fucked up color
+ 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-themecloud.com/user-255042164/bb-map-editor-theme">soundcloud.com/user-255042164/bb-battle-themecloud.com/user-255042164/bb-map-editor-theme
+ battle track: soundcloud.com/user-255042164/bb-battle-theme

+ Testing out the wheel arrangements / attachment loads.
- Turns out having all your wheels as separate objects cuts the FPS in half compared to having the wheels as one object (pic)
- So, in future, all wheels are gonna be one objects, which kinda sucks because no potential for future wheel suspension, but at least its easy to render.
+ Also did preliminary tests on shadows and it only reduced the FPS by a couple, so that's nice.
- Shadows need another week to do for sure.
+ With that, I think the new rendering system can be finalized.
+ 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

+ Lets try this again
+ Redid graphics on navigation buoys a bit.
+ Began work on comm chatter audio overhaul, mostly adding new channels to reduce overhead.
+ Optimized light flares, removing some redundant aspects and changed their shaders a bit.
+ Subtitles now have speaking names above them.
+ Game intro now fades in/out properly and has a logo transition.
+ Created a dissolve controller on meshes that need to fade in/fade out with materials.
+ Station interiors now track all rooms, even ones not on the traditional list.
+ Players can now warp to a specific interior room in a station.
+ Interior rooms now disable the non-active rooms, for optimization purposes.
+ Redid room warping code to be enable-state independent.
+ Started next stage of the initial campaign with the initial conversation.
+ Did some work on linking the debris system to NPC ships being destroyed;
+ Worked out legendary effects and began tying them to the main spawning system.
+ Did some STATISTICS for figuring out race stuff.
+ Fixed some mesh issues with certain transports and adjusted light flare positions on them.
+ Microoptimized hardpoints and allowed some to be invisible for cargo data.
+ Transports now carry versions of large cargo boxes on them.
+ Resized a previous too-small star system.
+ Fixed issues where some stations had missing textures on their exteriors.
+ Rebalanced and fixed some issues with the inventory uI.
+ Fixed issue where attacking some ships wouldn’t piss off the entire group and some factions wouldn’t come to the assistance of other factions.
+ Updated larger ship’s inventory icons to read better.
+ Fixed issue where some ships didn’t have detection spheres.
+ Contact HUD reads a tiny bit better.
+ Hooked up the ship debris system to their destruction.
+ Gave all fighter and freighter NPCs possible debris drops.