September 2020 (Week 3)

Pomao's Quest

Dev:

PricklyPearGames

Tools:

JavaScript/HTML5 canvas, Aseprite

Web:

ditzbitz.com

+ 40/89 produce items made into sprites.
+ Pomao's idle animations, and minor animation for spitting and hover-jumping.
+ Ramps and platforms, gravity, platform grappling.
+ Enemies, health, and slight combat elements.

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ A data checking system was implemented this week. Prevents my clammy sausage hands from entering shit stats that crashes the game.
+ We splite the entities.csv into entities.csv, attachments.csv and weapons.csv.
- entities is for overall data, attachments is for stuff like turrets and wheels which are separate objects, and weapons are just for weapon stats.
- As you can tell, this is all data stuff, so its really hard to visualize. Instead, here's an image of our combined render layers for our sprite sheets.
- The current final render sprtiesheets are albedo (for color), the second is for color, metalness, and roughness, and the third is for two heightmaps and the normal
+ Here is the current music playlist for anyone that wants a listen:
+ playlist: soundcloud.com/user-255042164/sets/b-b-ost

+ Data checker is in, its doing a good job of revealing problems.
- Need to re-add all units gradually as I re-render everything with this new depth system
+ Gonna add a data-entry type system so that I may edit and and create units without going into the spreadsheet realm
+ Here is the current music playlist for anyone that wants a listen:
+ playlist: soundcloud.com/user-255042164/sets/b-b-ost

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Fixed issue with docking rings having weird doppler audio effects.
+ Hardpoints can now take damage and be destroyed.
+ Expanded list of death conditions.
+ Cargoboxes on transports now are able to be destroyed.
+ To support new forms of destruction deleteafterplayings can now use trail renderers.
+ Optimized foundry particle systems.
+ Optimized large ship steam particle systems.
+ Removed some redundant collider systems from big ships.
+ Worked on hooking up the basics of the legendary system to the game proper.
+ Comm icons now a proper structure and the game can smartly assign variants to various NPCs.
+ Added seven new legendary effects to the game.
+ Debris can now be volatile, and will explode briefly after a set time.
+ Races and factions can now have titles put next to them, for funsies.
+ Hooked up animations for two new races.
+ Started adding comm icons to races and factions.
+ Toned down comm window effects for better clarity with new icons.
+ Comm icons can randomly assign NPC aspects for better clarity of stuff.
+ Added some accessories for characters.
+ Ship audio channels can now be determined by the chosen icon
+ Optimized ship audio.
+ Created Ijuni variants.
+ Created Macrovari variants.
+ Redid how chatter system works, allowing for some better clarity of things and stuff.
+ Changed around various distances for chatter, so that it happens more consistently and added a control timer for idle chatter.
+ Fixed longstanding issue where restricted encounters would be duplicated.
+ Advertisements in space now obey the proper LOD rules.
+ Fixed some mesh materials being on the wrong docking points.