December 2020 (Week 4)

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Fixed issue where ship engine cruise particles wouldn’t charge right.
+ Campaign mission 1 complete!
+ More campaign scripts, including combat starts and suspensions.
+ NPCs can be picked to “do nothing” as an AI command.
+ Filled out basic AI command tables.
+ Added some better following script stuff oh god help me.
+ Fixed bug where NPCs would prematurely exit lanelines
+ NPCs that are not interactable on stations reflect that in the UI.
+ Fixed issue where AI presets wouldn’t evaluate properly.
+ Added super SUPER easy variants of AI.
+ Unique ships no longer comm stations.
+ Opening the inventory UI shows a description of all your ship’s stats with comparisons.
+ Fixed issue where AI couldn’t get a single target in a fight.
+ Fixed issue with NPC deaths.
+ Added a general campaign tracker that can mass-invoke commands across specific shiptypes.
+ Fixed a rare issue where a ship wouldn’t die because physics.
+ Fixed issue where NPC ships would be firing forever.
+ Campaign manager can branch.
+ AI can now choose to stay near an area for fighting, good for close quarters fights.
+ Fixed issue where lanes wouldn’t spawn pirate disruptions.
+ Attempted fix for planetary dockings going all weirdo.
+ Added a new kind of event system for dialogue events, mostly for campaigns.
+ Added a flag for party members jumping in, same with other boys.
+ Storms can have a campaign flag, preventing certain spawns and similar from taking place.
+ Added a system for expanding the player’s garage and acquiring new quest item ships that can’t be accidentally sold.
+ Began work on the basic player storage system.
+ Added solar comm nodes, which let the player have dialogue conversations with non-ship related entities. Like suns.
+ Created custom loadouts for campaign people.
+ Tweaked some lighting and coloring in systems.

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Optimization with pathing (This will be multiple weeks)
+ Added back flow fields on the local leve, which calculates all possible paths within a block (in vid).
- This makes path-finding only constrained by distance and not by number of units.
- This also makes repathing easier if its entirely within the blocks that already had the flow field calculated.
+ Significantly increased the failure detection rate of path finding, which means units will repath instead of getting stuck.
+ The rate of units being able to get from A to B has increased significantly.
+ Path finding calculations efficiency has increased significantly.
- Going to start to implement a grid of destination points instead of just having all the units try to pile onto a single destination point.
+ Here is the current music playlist for anyone that wants a listen:
+ playlist: soundcloud.com/user-255042164/sets/b-b-ost
- For those that would like to use the AGDG recap, its here: recap.agdg.io