July 2021 (Week 3)

Cult of Damaskus

Dev:

Kistol

Web:

twitter.com/TeamPuzzleGames

+ Fixed enemy bullets clipping through walls
+ Added new enemy, Legs, to complement the floating pair of arms, Arms
+ Started drafting new animations and sprites for Arms enemy and his projectiles (proper attack animation and fireball explosions soontm)
+ Finished drafting basic enemy's final animation (north-facing walk cycle)
+ Partially fixed (and re-implemented) jumping, implemented crouching
+ Finished code for rocket launcher, still need art for it
+ Drew up a bunch of misc doodad sprites
+ Progress on new level

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Multiplayer desyncing issues solved.
+ Multiplayer stability issues mostly solved.
+ The 9 directional tilt and downrez for all current vehicles is complete.
+ 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.
+ Final bug hunting phase begins. Frequent tests for multiplayer.
- Only hunting bugs on the Windows version because I don't have a Mac. Although the game will work on Mac.
- Also not hunting bugs on Windows 7 or Windows Vista (lol).
+ The process of packaging up the game has been explored. Gonna try it next week.
- 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

Homelette

Dev:

Untailo

Tools:

Godot

Web:

untailo.itch.io/homelette

Worked on the UI and overworld.
New menu settings for text speed because real gamers don't need to read and volume settings so streamers can turn off the music and put up their anime songs instead.
Chloée's bow is no longer a candy.
Gates that need multiple buttons to open.
Making new levels and art.

PinkTurtle_WIP

Dev:

Tomokodev

Tools:

UE4, Blender, Aseprite, Krita

Fixed Inventory dublicating some items on loading the game
Added option to close any kind of menu by pressing any of the other menu buttons aswell
Fixed Quests not being saved/loaded in correctly
Fixed Wine getting eaten not drunk
Fixed some NPCs not charging for stuff when you buy it
Slowed down player a bit to hopefully improve sliding issues
Began working on the new and improved Map ( less weird inclines to get stuck on, more recognizable landmarks/ layout to find your way easier, more verticality to fall off and die from)
Fixed some issues with water clipping through itself
Rewrote AI from Scratch to hopefully be bugfree now ( combat mode currently wip )
Fixed Creatures standing up when being talked to
Dialog now starts AFTER the creature has stopped interacting and turned to the player, not during
Creatures that get hit no longer teleport their weapons in their hands, but have to actually draw them first
Changed Inventory controls from "leftclick select, right click use", to "hover select, click use" keyboard bindings should still work unchanged
Reworked Monologue to choice driven Dialogues
DialogPartners turn to each other, even when not interacting with something
Dialog now displays name of creatures again, based on who's talking right now
Dialog specific cameras and Animations exist again
Dialog backdrops now hide when nothing is to display
Player now turns towards whoever she's talking to
Systems and Character menu now pause the game when in them
Deathscreen should no longer overlap other Widgets
Non-accessible UI now closes when open before dying
Re-added Waterwave options to Watershader
Selecting Dialog Choices now highlights them properly
Dialog choices no longer get scaled weird when there's too much room for them

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Worked additionally on quest writing.
+ Lanes can now spawn, if possible, ships that you can then attack.
+ Fixed some rendering issues and improved graphics on smoke from large transports.
+ Fixed issues where bubble spawning code was spawning inside avoidance zones.
+ Gave bubble spawns a distance restriction to prevent false spawns from happening.
+ AI will now properly process disrupted lanes, perfect for piracy.
+ Fixed issue where dockers would try and path to areas and gates that did not exist.
+ Ships now get pissy if you disrupt, play chicken, or otherwise fuck with them.
+ Added tech for proper audio node interaction stuff, based off the voice file rather than anything else.
+ Added lane encounters to all systems.
+ Can now disrupt ships mid dock.
+ AI ships can now have multiple reasons for carrying cargo, including smuggling, disposal, etc.
+ AI ships are now given points of origin.
+ Piracy mechanics completely redone. Can now give cargo, money, and rare chances at special items.
+ Generic comm system now integrates ship style and such appropriately.
+ Can now properly ask for directions from ships.
+ Added cargo carrying types to all ships and expanded the list of allowed cargo carriers to include freighters.
+ Fixed issue where disrupting or exiting on a laneline late would cause pilot issues.
+ Storm disruptions no longer glitch out and have their own custom effects.
+ Fixed issue where NPCs would be spamming countermeasures.
+ Replaced old scrap models in vignettes with new ones.
+ Committing acts of piracy when you’re wanted by a system’s owning factions can now entice systems to send battleships after you.
+ Added battleships and filled out piracy stuff for all systems.

rocket sword game

Tools:

Godot, Aseprite

Web:

twitter.com/ivy_sly_

+ boss enemy design more or less finished (havent started on the actual logic)
+ revamped score system - tony hawk combo style is still there, just hidden for now. now its more like DMC where you build up your style meter which drains over time. prioritizes move variety and more difficult techniques
+ started work on a currency system that now replaces the score on the screen - you'll use these "blood souls" to buy new techniques, skins, etc
+ revamped controls scheme and changed how combat works.
+ you now are boosting by default. you almost always wanted to be moving in the previous build, and a button with no reason not to press it is a button that shouldnt really exist in the first place.
+ the slice button has been moved to left click, and instead of being able to hold it forever, it now has a static length with a recovery time.
+ now right-click is used to "aim", which stops your thruster and allows you to wait in place for a moment, left-clicking during the aim puts you in a "lunging" state, where rocket forward and stab quickly but you cant control your direction. there's a recovery period that slows you down if you don't hit it.
+ all current and future attack moves can be cancelled into one another (with probably a few exceptions), because that's just awesome.