November 2020 (Week 3)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ MOAR improvements to the stat editor
+ Varioius improvements to animation playback. Added more functionality, pre-cursor, loops, post, conditionality, etc.,
- The build animation for instance (vid)
+ Scaffolding for buildings works. The scaffold item correctly duplicates itself to fill the entirety of the total volume of the completed building.
- Gonna rerender the scaffolding to be less cluttered. Looks pretty messy right now.
+ Should I make the scaffold thing only spawn on the outer edge and the top of the build volume? Might seem cleaner that way.
- Also rerendered all the animations for the rifleman, which is a pain in the ass.
+ 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 some issues in the campaign scripting system to allow for some stuff.
+ Added low level variants of weaponry and tweaked low level AI to be EVEN EASIER. YOU HAVE NO EXCUSE NOT TO GIT GUD.
+ Removed some jokey meshes to prep for finalization aspects.
+ Lowered volume on scanning system.
+ Created override system for loot drops, mostly used in the campaign to allow for randomly spawned ships to specifically spawn higher level drops.
+ Fighter squadron spawns can now be overridden.
+ Cache and webbing now report their healing amounts in the description.
+ Inventory now has better descriptions on hardpoints, and shows when weapons are equipped.
+ Added the ability for station activators to open up job boards, the repair UI, news UI, etc.
+ Created models for interacting with job boards, repair stuff, etc.
+ Station docking cameras now can have chances attached to them for variable camera angles.
+ Fading plane now timescale independent.
+ Campaign state can now control whether or not ambient normal ships spawn.
+ Did more tweaking and switching about of the manual docking system to better prevent endless spinouts. This is take 20 and I’m losing my fucking mind.
+ Messages in the HUD now forcibly clear on scene transition.
+ Fixed issue where unfinished gunboats wouldn’t explode.
+ Animations for Ast now implemented.
+ Station UI rooms now highlighted.
+ Manual docking now shows you the proper thing to go to.
+ Filled out regional items and began work on storm system redesign.

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

- ripping out the UEFI pseudocompliance but keeping the general idea
+ collapse SEC/PEI/DXE into generic "Firmware" stage
+ implemented Device Tree for path-based events