August 2021 (Week 1)

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
+ In-game coordinate system was made into 3D
+ Mouse interactions are now 3D as well
- Need to make the selection box 3D as well, this has yet to be done
+ Vehicle models now have a height offset option
+ Tile production deformation, rendering and spritesheet pipeline is complete. One set is 96 frames (pic, not all frames)
+ Started laying the groundwork for bridges and tunnels. This was important to get out of the way, so that we have a solid foundation for the rest of the terrain
- Some tile editing rulsets have been put in place. A player can only edit the top-most tile. In order to edit the ones below, the ones on top need to be deleted
- This will hopefully be replaced with something better in the future
+ Optimization for tile dispaly, new tiles are for now treated as regular objects, which is much more resource intensive than the old flat tiles
+ All visuals for a helicopter unit was completed, but we're not going to touch that for now
+ New character concept artist is on board
- Old character concpt artist has departed
+ 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

Cult of Damaskus

Dev:

Kistol

Web:

twitter.com/TeamPuzzleGames

+ Downloaded a ton of CC0 textures and wasted a million years playing around with them.
+ Scrapped earlier completed levels and started working on new level.
+ Minor art additions, including these cool new pipes that stand out like a sore thumb against the textured concrete bunker walls here. Will change them when I have more art skills.
+ Groomed an artchad into helping me with art by teaching and critiquing my garbage..

rocket sword game

Tools:

Godot, Aseprite

Web:

twitter.com/ivy_sly_

+ new unlockable ability: teleport dodge that allows you to juke enemies with some invulnerability/intangibility and a bit of recovery time
+ ability shop fully implemented
+ saving/loading implemented for both player unlocks and configuration
+ freeze frame on level end
~ sorry for potato quality vid i recorded on my laptop
~ level 2 next

Luna

Dev:

LunaDev

Tools:

Godot, Gimp

+ written up intro dialogue for Ceres and Ripley
+ finishing touches to cutscene/quest system.

Girl's Lovecast

Dev:

mikamiga

Tools:

Unity, Clip Studio Paint, FL Studio

Web:

twitter.com/mikamiga

+ Finished applying textures to buildings.
+ Follower AIs are now aware of SpriteRenderers with changing sortingOrders, and update their own sortingOrders accordingly.
+ Started working on the creation of the Northeast side of the city, including a generic department store

+ Continued working on the creation of the Norhteast side of the city. Mostly just decorated the department store exterior and created a few new sprites.
+ Set up party members to spawn at the correct spot depending on where you enter the level from.

Beginning to populate the northeast section of the city with neighborhoods, including the creation of different kinds of buildings that I can hopefully palette swap and use repeatedly. Still trying to decide how many neighborhoods should be populated with NPCs and how many neighborhoods the player can actually enter, depending on how many sidequests I feel like making.

Hack the F.B.I.

Dev:

@vestigialdev

Tools:

Unity

Web:

twitter.com/vestigialdev

NPCs can type commands into their consoles and it doesn't interfere with the players console or vice versa
Recap anon pls reach out, someone found a problem with your site vestigialdev#8369

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Modeled out some furniture.
+ Added quests where your best friend will invite you back for drinks.
+ Added requirements that track whether you have an active campaign mission or not.
+ Added flyby tech and added the Hellmouth Prince’s projector gun to the game.
+ Added tech that a) prevents already grappled entities from being re-grappled and b) allows for gatemaking tech to only target non-grappled enemies.
+ Gatemakers can now persist, but not spawn new items.
+ Added tech to better apply tether systems to NPCs.
+ Created some variations of missile explosions.
+ Added a small amount of UI animations.
+ Wrote up first drafts of smaller, initial quests.
+ Fixed issues where jumping into a system would report the field, instead of the system.
- You saw NOTHING.

Homelette

Dev:

Untailo

Tools:

Godot

Web:

untailo.itch.io/homelette

Making levels
Added indicator on doors that need multiple buttons to be pressed
Fixed stuff
Found more stuff to fix