November 2020 (Week 2)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Improvments to the stat editor
+ Added more animation states
+ Added the ability for attachments to play animations matching the animation state of its parent
+ Bloom lights can now blink
+ Bloom lights can be made to turn on and off according to the light level of the map
+ Lighting, shadow, bloom systems tied together. (You can see a bit of the day / night cycle in the vid)
- Optimization is needed. Things slow down a lot when there are too many light sources on screen.
+ 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 where the camerashaker would cause lanelane rotational offset issues.
+ Fixed issue where loading mission saves would offer a mission against the same faction the player was doing the mission for.
+ Factions in missions now have specifically defined names for them, to prevent odd grammar issues.
+ Fixed some grammar and spacing errors in the game.
+ Fixed issue where the player could open menus they shouldn’t be able to open while typing in saves.
+ Missions can now override certain aspects of themselves, like faction, offered bosses, extra rewards, and can calculate multipliers a certain way.
+ Lowered overall volume of space chatter unless you are being commed.
+ Encounter spawns now try to avoid duplicating starting solar locations.
+ Opening inventory windows now suspends flight input.
+ Cursor now properly confined to the window during flight.
+ Fixed issue where the news UI was too big.
+ News UI now displays prices up top as a ticker.
+ Wrote more early campaign stuff.
+ Fixed issue where certain mission types wouldn't save.
+ Added larger-tier minibosses and added them to faction spawning tables.
+ Added lower tier AI presets for very early game stuff.
+ Fixed issue where camerashake would occur even after blowing up.
+ Added tech that allows for multiple entities in a conversation at once.
+ Added tech for campaign scripting, allowing it to be controlled by other campaign scripts, dialogue, etc.
+ Redid laneline logic slightly to allow for more control over how they disrupt.
+ Added low level variants of some ships for very very early game content.