January 2021 (Week 4)

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Created more heavy weapons: more exploders and torpedoes: slow moving high damage single target weapons.
+ Clamped values on ship skills to prevent negative values.
+ Party and charger bonuses are BUFFS, rather than sets, to keep things nice.
+ Effect fields have way more fields to help control how they work and can now affect a wider variety of objects.
+ Created several new endgame weapons and hooked up, for the most part, all heavy weapons.
+ Completely recoded how summoning gates worked.
+ Fixed stack overflow exceptions with fields.
+ Fixed issue where missiles were colliding with each other.
+ Photomode now works properly with main character.
+ Added a basic dissolve input-output controller for various situations.
+ Rebalanced thrusters a bit to be more viable.
+ Fixed issue where transferall wasn’t working.
+ Fixed issue where system transfer wasn’t working on the OG starting system.
+ Fixed issue where player could override docks during campaigns.
+ Implemented Veiler models and as comm icons.
+ Redid storm rift graphics completely, including destruction code.
+ Fixed issue where stormeyes wouldn’t spawn post-stormdeath.
+ Fixed issue where starchaser spawns were calculated incorrectly.
+ Cleaned up small memory leak with stormeyes.
+ Engine trails on ships now properly space out based on their stuff.
+ UI can now override highlighting colors for places that are more yellow than usual.
+ Added multiple storm campaign controls, for various things.
+ Fixed issue where neutral spawners would have trouble reflecting their immediate neutrality change in the UI.
+ Fixed issue with window price ticker.
+ Started work on the most basic elements of the modding system, adding a sorting, loading, and serialization system for basic mod record changes.
+ Tweaked some writing on quests and lore entries to help things flow a bit better.

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Continuing work on the behavior tree of units.
+ improved the shadow system a bit.
+ made a little tool that helps me rename sprite frames after I render them.
+ starting adding a particle system.
- None of the things above are showable, so here's some infantry plinking away at an APC.
+ 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