July 2021 (Week 5)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Version 0.01 released and is available here: balancedbreakfast.itch.io/bombs-and-bullets
- Future versions will be significantly different, with terrain added, art assets switched, more units and much simpler pathfinding
- Pathfinding is getting nuked. It's not that we couldn't get it to work, it's that it would prevent us from adding in a ton of features
+ Laying in the groundwork for terrain. This will be the main task for the upcoming month
+ Switched from a flat tile to a block type tile for the terrain
- The block tile means that we don't need to add separate cliff assets
+ Added height adjustment tools. One raises or lowers a mountain, the other raises or lowers a column. This is enough for now, more tools in future
+ Fixed a bug where the scale in z was slightly different for the graphics and coordinate system
- This cause minor misalignment for short objects, and huge misalignment for tall objects. Now things are pixel perfect
+ Begun to expand workflow to include air units. Air units, similar to their vehicle counterparts, need to pitch, yaw and roll
- In fact, it's so similar, that they have the exact same frame count and are designed to also have 9 tilt angles
+ Fixed a bug between Spine and Love2D that affected our rendering. Needed to do this to optimize the rending of the tile blocks
+ 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

Luna

Dev:

LunaDev

Tools:

Godot, Gimp

+ finalize first boss events
+ balance boss mechanics
+ add draft of gravity cube

+ add gravity zone that keeps gravity blocks activated when inside.

+ adding more enemies
+ sucking at math

+ add death screen
+ create abstract class and node template for enemies

PinkTurtle_WIP

Dev:

Tomokodev

Tools:

UE4, Blender, Aseprite, Krita

More work on the new Map
Player can now interact with Interactables again without breaking it
When the Player sleeps in beds, he can skip some time and restore his health if he chooses that Dialog option
Player can now Toggle Run and Walk if desired, using Shift/Strg
Creatures can no longer be talked to when in Combat or threatening the Player
When Attacked during Dialog, Creatures will now close that Dialog ( if they are a part of it, doesn't work when Player is attacked yet )
Threat messages and Enemy healthbars don't last as long on HUD as before

Began Work on the Intro/Tutorial Area
More Work on the new Map
Creatures can now have Allies which support them in Combat
Surrounding Creatures that are interested should now observe Fights going on, and give out Dialog
Creatures that get hit now also close TradeScreens, not only Dialogs they're part of ( also works for player now )
Creature AI no longer wanders off when Trading with the Player, even if the trade is not initialized through Dialog for some reason
Switches and their corresponding Objects now save and load their states correctly

Cyberdome Penelopenxia

Dev:

CyberdomeDev

Tools:

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

Web:

twitter.com/CyberdomeDev

+ volume, resolution & fullscreen save to player prefs
+ ragdoll tweaks
+ hitstop adjustments
+ camera shake (enemy attacks, player attacks, blocks)

+ Made a rigged model for Minotuar
+ Minotaur 2Handing IK
+ Minotaur animations (Idle, walking, overhead & spin attacks)
+ Minotaur Hammer jet (effect and sound)

+ Mitebot walk sound

rogue planet

Dev:

mqdev

Tools:

ue4, ATBTT, git, metahumans

Web:

mqdev.itch.io/rogue-planet
twitter.com/mqdev_

+ Strategic map units with basic AI
+ Got the vaccine [1/2] (+10% yesdev skills for the month)

+ Strategic map time speed can now be changed.
+ Added Pause
- Level transition needs to be fixed.

+ Working clock and day counter
+ Didn't break Tactical Pause

Cult of Damaskus

Dev:

Kistol

Web:

twitter.com/TeamPuzzleGames

+ Learned to use Blender & Unity's shader graphs at a super basic level.
+ Drafted up some new weapon art.
+ Began implementing a powerup gauge system ripped straight out of Amid Evil. When the powerup is activated, your weapons will become significantly more powerful in various ways for the duration of the powerup. The shotgun, for example, will become a gatling shotgun, increasing its fire rate massively. It's pretty fun.
+ Been working on making level art suck less. No actual progress made on that front despite my efforts.

Avoider

Dev:

kurt

Tools:

haxe, HTML5, howlerJS

Web:

kurt-c0caine.itch.io/avoider

+ Added score notifications
+ Rebalanced acceleration and reaction time
+ Rebalanced blinking and bullet time energy cost
+ Some other changes that I forgot

rocket sword game

Tools:

Godot, Aseprite

Web:

twitter.com/ivy_sly_

+ new unlockable ability: "Backburner" - hold the slice button to follow-up with another charged-up slice
+ added new boss explosion cutscene
+ redid jet smoke effect
+ removed the "blood" mechanic in favor of a more traditional health & damage system w/ health pickups
+ other stuff i forgot

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added proper debris deletion values to all large ship debris.
+ Fixed issues where deleted debris wouldn’t properly process.
+ Added inconsistent flickering to debris that flickers.
+ Redid attacks for the Hellmouth Prince, as well as granted him a full conversation and generally finished all his mechanics.
+ Added animations to the Haywire Hulk.
+ Redid Haywire Hulk’s death corpse to be better.
+ Added full attacks to the hulk.
+ Haywire Hulk can now summon defenders, among other things.
+ Added better effects, better death animations, and more, to the Haywire Hulk.
+ Fixed issue where subfuses on ship explosions were wrongly placed.
+ Created giant-tier explosions for subfuses.
+ Fixed issue where guns on restricted angles would play sounds where they shouldn’t.
+ Added full explosions to Us transports.
+ Modeled out some offices.
+ Storms no longer spawn starchasers until they spawn the hazards in question.
+ Storms can now change your UI’s color.
+ Added fire to all large ships.

Homelette

Dev:

Untailo

Tools:

Godot

Web:

untailo.itch.io/homelette

Worked on animations and NPCs
Worked on new levels
Added ball
You can choose to play ball with the weird bear guy or not (but he'll be sad)

Monmusu Curse!

Dev:

cursedev

Character portraits are now built up in layers, which doesn't really do much right now since no character has more than 2 expression presets but will be incredibly important later.
Also improved one of the prototype arts.
Also did some fuckery with ability slots and types, most importantly there being a consumables slot which you can access at any time and scroll through.