June 2021 (Week 1)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Transcode of pathfinding logic from lua to C has been completed. Calcuation speed should be increased substantially.
+ For pathfinding, going to implement a system that divides tasks into groups depending on the search time.
+ Added function that terminates a pathing task if it takes too long.
+ Added in feature that ignores cells occupied by buildings, increasing pathing speed on maps with a lot of buildings.
- Considering bumping up the maximum map size, due to pathing improvements.
+ Added volume control on the main menu.
- Multiplayer desyncing issues needs to be fixed.
- Multiplayer stability needs to be increased. Right now, P2 is basically unplayable and is unsynced most of the time. (vid)
+ Down res has begun because of the delays with pathfinding optimization and multiplayer stabilization.
- Moving closer to version 0.01 pre-alpha release, which has bare bones LAN multiplayer. Was gonna be June, but likely July now.
+ 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

+ reverted control scheme to how it was previously(slowing down on RMB, bullet time uses space instead)
+ added depth testing
+ missile entity implemented but not tested yet
+ started working on missile launcher ship

Monospaced Lovers

Dev:

Scarlet String Studios

Tools:

Unity, GIMP, Inkscape, Krita, Audacity

Web:

twitter.com/scarlet_string

+ Converted the carriable items to Kinematic and adjusted their physics a bit
+ Got this stupid seesaw working
+ The other Dynamic rbodies in the playground are working decently, but I don't want to spend much more time there
+ Contributed to the Recap Revival Project

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Spawn bubbles now select by order, not randomly, and can take into account rotations.
+ Placed down some initial spawning bubbles.
+ Fixed issue where assassination missions wouldn’t have any sort of payout.
+ Began work on the Macrovari regional boss.
+ Missiles can now have initial turnrates that slowly decay.
+ Nebula puffs can be overridden.
+ Field clearings can be overridden.
+ Fixed issue where field asteroids wouldn’t generate properly.
+ Began regional optimizations with mesh combiners in the demo systems.
+ Redid some more gun sounds.
+ Added puff recoloring to the ballden guy.
+ Fixed issue where storm signals wouldn’t go off in asteroid fields.
+ Fixed memory leak occurring with game’s mining solarboxes.
+ Optimized sun models in the navmap.
+ Worked on flak cannon effects.
+ Splitting missiles can now specify the split angle.
+ Worked on the Ijuni regional boss, including scripting and modeling.
+ Wrecked space windmill models for… various things.