August 2021 (Week 2)

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
+ Reduced the terrain tiles sprite sheet from 96 frames to 76 frames per tile
+ Mouse selection made into pseudo-3D. Need to make the selection box pseudo-3D as well, this has yet to be done
+ Multi-layed terrain tiles, used for bridges and tunnels, are in. This is the core feature of the terrarin update and will be the most challenging to implement. (pic)
- Mutli-layered terrain editing is very clunky at the moment, you need to delete the top layer to edit the bottom layer. It's functional though.
+ Basic mutli-layered pathfinding is in.
- However, due to the 2D visuals of the game, it will be impossible to order units to tiles obscurred by other tiles, like directly under bridges or in tunnels, they can only pass through. (pic)
+ Started investigating how to export and format large amounts of real world height map data for the game
+ Heightmap output and automation tests complete, working pretty well
+ Will start doing heightmap import tests soon once terrain features are more stable
+ 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

Luna

Dev:

LunaDev

Tools:

Godot, Gimp

+ add space fly and nest ennemy
+ add generator electricity puzzle
+ finish mapping out west cave 1
+ start of Dr. Mandragora's sub plot
+ grass tiles
+ start of service elevator room

rocket sword game

Tools:

Godot, Aseprite

Web:

twitter.com/ivy_sly_

+ added 3d elements to level 1 to keep it aesthetically consistent with the 2nd level. trying to keep it subtle and not mess up the composition too much. also i suck at blender
+ refactored the enemy spawning logic to make it easily reusable for multiple levels
+ experimenting with the foot soldiers' AI to hopefully improve performance

Girl's Lovecast

Dev:

mikamiga

Tools:

Unity, Clip Studio Paint, FL Studio

Web:

twitter.com/mikamiga

+ Continue expansion of the northeast part of the city
+ Create some sprites for houses and neighborhoods
+ Start working on the entrance to a drainage ditch, which serves as a shortcut entrance to a dungeon

+ Continue expansion of the northeast part of the city
+ Create entrance to drainage tunnel dungeon, as well as the exterior ditch and some water animations
+ Add some new sprites for houses

Expanded the area some more. Added stuff to the trailer park, added more neighborhood stuff, created a new building sprite, and created another apartment area.

I made a restaurant where you can get burgers.

+ Create new building sprite
+ Expand neighborhoods; add grocery store parking lot and residential areas
+ Touch up some songs
New battle theme: voca.ro/1i4RpMVHtaNw
Main character's theme: voca.ro/1eSclthDEHLq

Created new building casino sprite and expanded the surrounding neighborhood.
I think I'm about done with decorating this section of the city. Now I need to design the building interiors, add colliders, and set up scripts to prepare the scene. Also NPC placements.

+ Setup traffic system
+ Add colliders to game objects
+ Setup camera and camera confiner

Cult of Damaskus

Dev:

Kistol

Web:

twitter.com/TeamPuzzleGames

+ Scrapped more levels and started on more levels. Finally getting somewhere.
+ Drew a few new sprites for the Bully and Legs enemies, the player's rocket launcher, and other misc pieces.
+ Further refined ability for enemies to use multiple attack types. Bullies can now fire their miniguns or their dual rocket launchers in 2 mildly different patterns.
+ Finished planning weapon #10, which should be the last.
+ Bug fixes (corpse gravity and explosive AoE damage weren't working on slopes) and optimizations

Monmusu Curse!

Dev:

cursedev

+ Water now spawns in maps mostly obeying gravity, doesn't do anything yet, needs the new tileset to be completed to clip properly. Wood structure tiles now spawn around the shrine (that has Shika), better roof tiles pending
+ Changed the UI color, the UI still sucks but now it doesn't hurt my head with bright pinkness
+ Added an upper ui that registers events such as taking damage, entering new areas, used up all items, etc. Added damage numbers that appear when stuff gets hit.
+ Added more sound effects, though I hope to make a more consistent and stylized SFX set at some point
+ Added volume controls in the menu
+ Made enemies modular so they're much easier to make for the future, shrine has fight where you can't damage enemy if they're in the shrine area and you're out, beating them gives you an item
+ Shop now works, not that there's anything much to get in there and it just lazily uses the inventory UI
+ Progress on redoing MC's body structure (Trying to get a 'default body' which can then be altered for customization) but still needs some final adjustments before simple shading + options
+ Improving the base tileset, it still needs some slight adjustments and actual coloring but it's more 'stylized' than the old stuff from months back, going to add grass/walls to it now

rogue planet

Dev:

mqdev

Tools:

ue4, ATBTT, git, metahumans

Web:

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

+ Can transition from strategic to tactical map and back.
+ Added factions with relationship values between them, from 0 (Fake friends) to 100 (Apocalyptic besties).
+ Trying to create a square "matrix" in ue4 drove me a bit nuts, but I learned a lot.

+ Sight radius for cities and roaming parties.

Cyberdome Penelopenxia

Dev:

CyberdomeDev

Tools:

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

Web:

twitter.com/CyberdomeDev

+ minotaur flinching (melee attacks cancelable)
+ minotuar footsteps
+ zapbot walk sound
+ deathexplosion prewarm
+ player footsteps on melee attacks
+ minotaur tapered movement

+ fixed: enemies dying twice from being hit twice on the same frame
+ fixed: mitebot explosions not appearing when too many are on screen
+ fixed: enemies spawning after gameover (they shouldn't)
+ Safety net now catches enemies that fall out of bounds
+ fixed: enemies reset their rigidbody when they spawn (so they won't fall through floor if they were falling when they died)

+++ Maxotaur upgrade: (model, animations, sfx, vfx, movement/hitbox adjustments)

Deadeye Deepfake Simulacrum

Dev:

nodayshalleraseyou

+ Fixed a bunch of bugs associated with hacker enemies fighting multiple factions at once.
+ Camera warning lights are now white by default, flip to red when you've triggered them
+ Improved line of sight mesh to fix weird stuttering and ugly gaps when moving away from walls.
+ Aim guide now enabled by default
+ Fixed some bugs that allowed you to hack doors through walls in specific circumstances.
+ Lots of other minor stuff
+ Finished the secrets for three story missions not featured in the demo.

Couldn't sleep so decided to do some bug hunting. Latest build it up on itch with these fixes, will probably make its way to steam tomorrow or the day after.

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Fixed some shading issues with planetary rings.
+ Wrote up some more smaller quests.
+ Modeled out some initial stuff for other bosses.
+ Did some more passing over of initial campaign missions to determine if things eased players in well enough.

Homelette

Dev:

Untailo

Tools:

Godot

Web:

untailo.itch.io/homelette

Still making levels
Made some new animations and a system so I don't have to touch the spaghetti animation tree everytime I want to add one
Improved the menus
Found more stuff to do (it never ends)