May 2021 (Week 4)

Strandships

Dev:

Nebulous

Tools:

Javascript, PIXI.js, Jquery-UI

Web:

strandships.tumblr.com

Ships can now land on planets

Ships take orbits around planets

Ships now load and unload cargo according to outstanding Orders

Better fleet control

Connections between planets and transfer orbits now automatically generated

C-Dogs SDL

Dev:

anon

Tools:

C, SDL2, Blender, Gimp, Audacity

Web:

cxong.github.io/cdogs-sdl

new release
Fix network multiplayer bugs
Fix AI not waking when seeing player
Tweak AI line of vision, peripheral vision range
AI wake if they see another being attacked
Fix missing bullet hole marks

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

- Optimization of pathfinding has more or less reached it's conclusion and it's nearly there but not enough for worst-case scenarios.
- Can now pretty reliablly create the paths needed for large groups of vehicles (vid)
+ Beginning to transcode the entire pathfinding logic from lua to C to increase path calculation speed.
+ The path-finding bottleneck has funneled the game design in a particular direction that was planned for.
+ Mutli-threading functionality is in. Now multiple paths are calculated simultaneously.
- Multiplayer desyncing issues needs to be fixed.
- Multiplayer stability needs to be increased.
+ 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.
- Moving closer to version 0.01 pre-alpha release, which has bare bones LAN multiplayer.
- First release will contain all high res assets, down res will come later.
+ 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

Avoider

Dev:

kurt

Tools:

haxe, HTML5, howlerJS

Web:

kurt-c0caine.itch.io/avoider

+ wrote a sound system(well, it's just a hashtable of sound objects with some extra methods) so I can change the volume at which the sounds are played as well as speed for the bullet time

+ Added time stretch(aka bullet time).

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Redid pause sound suspension stuff.
+ Added fast-equip tech to the station trading UI.
+ Trying to leave the initial area before you’ve done the tutorial will warn you about what you’re going to do.
+ Adjusted the range, docking radius, etc, of several stations to prevent spinouts or crashing.
+ Death execution trackers can now display if you’ve killed a specific number of fighters.
+ Worked on adding new quests.
+ Added a new murderous hobo quest.
+ Quests can now wipe out bad quest markers.
+ Trying to dock on a station with a single dock with path you to that.
+ Game now saves global values.
+ Refactored a bunch of stuff in the event system to allow for delays, expanded execution, etc.
+ Equipping a gun to a previously deactivated hardpoint will activate it.
+ Fixed some misnamed lanelines.
+ Can now set faction reps via script commands with outputs.
+ Quest markers can now wipe out previous quest markers.
+ Fixed issue with UI errors that occurred when players were past the max amount of boosted repair items.
+ The game now forces laneline portals to be used specifically during specify moments in the campaign.
+ Drafted up some Vauldwin plates and bottles.
+ Player cannot enter menus or tutorials until opening cutscenes are over, on purpose.
+ Added quests that lead you back to the campaign stuff.
+ Improved graphics on the manyship.
+ Did some initial work on the new spawn bubble system.