July 2021 (Week 2)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Resolving multiplayer desyncing issues and increasing stability.
- Multiplayer stability needs to be increased. Right now, P2 is basically unplayable and is unsynced most of the time.
+ done redoing the orders system which will help with the multiplayer stability as well.
+ Improving various background connectivity features in order to boost multiplayer stability.
+ Down res of vehicles is being done in conjunction with the 9 directional tilt for the terrain being added in future
+ The 9 directional tilt for vehicles needs an entirely new workflow designed which is complete and working well.
+ A 9 directional unit is only like 3 Mbs in terms of image size, but when loaded up in-game, takes up 140 Mbs in graphical RAM.
- This is not game-breaking at this stage but will need to be optimized in the near future.
+ Eliminated turret firing animation for most smaller turrets (barely visible). This saves frames.
+ Restricted vehicles that have animations (like deploy, retract, building) to only be able to do them on flat terrain. This saves TONS of frames.
- This is farily logical for deployed artillery since it would be strange for them to deploy on a slope.
+ LAN multiplayer capabilities are already markedly improved
+ Final bug hunting phase begins. Daily multiplayer tests for multiplayer.
- Only hunting bugs on the Windows version because I don't have a Mac. Although the game will work on Mac.
- Moving closer to version 0.01 pre-alpha release, which has bare bones LAN multiplayer. July, if no major delays occur.
+ 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

rocket sword game

Tools:

Godot, Aseprite

Web:

twitter.com/ivy_sly_

+ added the MOJO METER which powers you up into an ultra-powerful MOJO STATE where you have increased control over the sword and can manipulate your movement velocity whenever you hit an enemy, allowing for high-skill combo chaining on multiple enemies
+ made it easier to tell when you are being damaged by enemy fire (as opposed to the healthbar draining normally)
+ small tweaks over time to make the sword easier to control
+ toned down lock-on mechanic - now it is more of an "auto-aim" that the player shouldnt even notice. just guides your sword somewhat closer to the enemy under your cursor while locked on. this shouldn't make the game easy - it's basically unplayable without some amount of assistance.
+ tweaks to visibility. i am doing my best to make the game visually read well despite my poor art skills, and this has been an ongoing battle lol. bunch of users said they were having trouble keeping track of their crosshair and character so tweaks have been made to both the crosshair and camera to solve this. also, the cursor is confined to the screen while the game is unpaused.
~ sketched out a good number of enemy concepts in my dev journal, i will try to make at least one new enemy this week

+ uploaded new demo to ivysly.itch.io/rocketsword
+ added a title screen which took all fucking day because UI sucks
+ added an options menu
+ added a temporary written tutorial in the menu which i plan to replace with a real one
+ added tanks which you can pick up and toss onto other enemies
+ added announcer voice and lines
+ I have been doing general tweaks to how the sword handles, as well as changing the awkward lock-on mechanic to function more like auto-aim. user shouldnt really even notice it anymore, even though it's still pretty insanely helpful

Cult of Damaskus

Dev:

Kistol

Web:

twitter.com/TeamPuzzleGames

+ Changed enemy bullet sprites to 3D tracer models to enhance visual clarity
+ Began rewriting portions of AI system that were causing AI to get stuck/have their LoS abused easily
+ Started implementing and testing out new enemy types
+ Polished up some of the art assets
+ Began working on new level
+ Bugfixes, balance changes and some misc adjustments to demo day level based on feedback
+ Drew my house (pictured, slightly left of the crosshair)

PinkTurtle_WIP

Dev:

Tomokodev

Tools:

UE4, Blender, Aseprite, Krita

Cleaned up Combat a bit ( hopefully Hitboxes and Attacks don't feel as broken anymore )
Inventory is now sorted
AI now prefers waiting in a safe distance when not attacking instead of always hugging the player
AI now is cautious of approaching creatures before deciding wether to fight them or not ( some extra radius where they stop eating/sleeping/whatever, and start observing the creature that just came by)
Fixed issue with wrong items being picked up instead of latest to be in range
added Item highlighting on being able to pick up
Potentially Fixed Save/Load issues
Reduced Health back to Normal values since Saving/Loading seems to be working for now

Fixed Interaction markers showing in combat
Fixed dead enemies not being immediately lootable but requiring re-entering their range
Fixed equipped items after loading not being marked as equipped
Added Workaround for Displaying which Quest is currently selected in the Questlog
Fixed AI cancelling their work when someone they don't care came to close / moved to far away
Added a Debug Game over Screen for clarity
Adjusted AI Attack timings to better work with the new block system
( Changed Poise damage to fully apply to enemies and apply half to self when blocking )
Lightened Caves up a bit
Disabled being able to save when dead

Avoider

Dev:

kurt

Tools:

haxe, HTML5, howlerJS

Web:

kurt-c0caine.itch.io/avoider

+ Submitted the demo.
+ Drew the font.
+ Added a message display system.
+ Changed scoring system. Again.
+ Added score modifiers.
+ Rewrote the description.

Monospaced Lovers

Dev:

Scarlet String Studios

Tools:

Unity, GIMP, Inkscape, Krita, Audacity

Web:

twitter.com/scarlet_string

+ Debugged some boss battle issues
+ NPCs can now wear accessories
+ Fixed issues with the Rewired input mapper
+ Started QAing ch1 to prepare for the next update
+ Implemented a wavedash easter egg (not required for any part of the game, but it's more fun than mashing dash)

Zap!

Dev:

ghostbillyknifefight

Tools:

unreal

+ Fixed multiplayer through steam, direct connection and LAN
+ Fixed issue with game not going past wave 2

Final update for project, is being shelved indefinitely. Core gameplay is in, and all the features I wanted to incorporate are present, more or less.

Deadeye Deepfake Simulacrum

Dev:

nodayshalleraseyou

+ Added ability to sprint with Spacebar, along with message in tutorial
+ Enemy AI will now use the sprint when travelling to far off places, and sometimes when moving into cover
+ Added new weapon serialization stuff, shouldn't change anything now but allows for future upgrade system to work
+ Fixed a bug where the Chronomancer Trace ability would degrade your weapon
+ Modified apartment line of sight to match other areas
+ Improved apartment bathroom mirror so it reflects everything, looks very pretty now :)
+ Fixed a bug where user would sometimes drift past marker in intro sequence
+ Boosted min generated speed by 25% and adjusted scaling values
+ Spelling fixes, dialogue adjustments

Check out the demo day with recent changes here (◕‿◕)
nodayshalleraseyou.itch.io/deadeye-deepfake-simulacrum

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added more vignettes to the game.
+ Implemented the mechanics of the game’s fast travel system.
+ Worked on the basics of the game’s wanted system.
+ Fixed instantiation issues with cargo items.
+ Worked on the basics of spawning ships on lanes.
+ Worked on writing more quests.

Cyberdome Penelopenxia

Dev:

CyberdomeDev

Tools:

Unity, Blender, Fmod, Cinemachine, Audacity, Gimp, Inkscape, VRoid

Web:

twitter.com/CyberdomeDev

+ spent a year and a half on game :)
+ submitted to demo day
+ menu scroll speeds increased
+ made the Enervated Reactor an actual module
+ rotatable modules
+ menu tweaks (esc to go back, resizing etc)
+ options menu in game scene
+ Player Knockback consistancy improved and overall reduced
+ melee sounds added to mitebot/zapbot
+ camera adjustments and mouse sensitivity sliders
+ game version text
+ pushed clusters of mitebots to tier 2 matches and replaced them with melee-focused enemys

[Placeholder Title]

Dev:

Ogier

Tools:

Aseprite, Blender, Godot

Web:

twitter.com/Ogier_Dev
ogierdev.tumblr.com

+ My wrist stopped exploding
+ Added Press Up to Jump option
+ Fixed some really odd issue with collision and small gaps
+ Fixed Xbox-Type icons being ordered incorrectly so the stick icons were messed up
+ Fixed an issue with textbox choices and pressing the advance button fast
+ Can start working on content now