May 2021 (Week 3)

C-Dogs SDL

Dev:

anon

Tools:

C, SDL2, Blender, Gimp, Audacity

Web:

cxong.github.io/cdogs-sdl

Pistol gun model
Fix more networking bugs
Customize actor facing direction in editor
Wake AI on hit
Add score text particle on pickups
Moddable freeze duration
Add delay after AI wake

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Optimizing pathfinding to better suite multiplayer
+ Mutli-threading functionality is in. Path-finding speed is increased substantially.
- Pathfinding is now too fast, and sometimes generates paths too quickly to register, causing re-path loops.
+ Reduced complexity of turning calculations in preparation for much larger maps. 8-fold increase in pathing speed.
- New pathing optimization is creating new multiplayer de-syncing problems. Still looking into this.
+ Started laying the groundwork for the display of rounds and missiles.
+ Started laying the groundwork for variable terrain height. Something similar to RA2 or Open TTD. (pictured)
+ Will likely have to down-res in future due to image-load. Currenty, we can use up to 300 Mb of G-card memory for a normal game, which is quite a lot.
- Moving closer to version 0.01 pre-alpha release, which has bare bones LAN multiplayer.
- This will likely happen after the path-finding and syncing hang ups are ironed out.
- No longer deathly ill. Hooray.
+ 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

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added ghost ship bosses.
+ Fully implemented the ghost ship system, which can rename ghosts after things you’ve seen.
+ Began work on the Ballden regional boss.
+ Fixed issue where invisible factions were visible.
+ Fixed various UI issues with the faction UI.
+ Changed some sounds.
+ Fixed issue where rifts wouldn’t link themselves to bosses.
+ Added sounds to explosive hazards.
+ Fixed issue where hazards weren’t spawning.
+ Fixed some issues with the ghost ship’s death animations.
+ Created basic scripts for all ambient hidden bosses.
+ Fixed issue where hazards would not link bosses properly.
+ Redid tons of graphics in Shipstar to make them all gel more together properly.
+ Added more shaded backgrounds to various inventory windows.
+ Began work on the Union regional boss.
+ Scripts can override the colors of nebulas, and thus ambient lights and such.
+ Fixed issue with the abyss and jumphole collapses.
+ Optimized some extremely old vignettes.
+ Fixed issues where nebula puffs had the wrong rendering values.
+ Tweaked nebula lightning in the Union base.
+ Fixed issue where boss UI wouldn’t disappear under circumstances.
+ Implemented the Union regional boss.
+ Implemented a check that allows for mines and missiles to be used regardless of settings.
+ Created some more missile and mine variants.
+ Added a level override for some higher level factions.
+ Redid sounds for photonic weapons.