August 2021 (Week 3)

Procgen RPG

Dev:

Wolgi

Tools:

C++, SFML

Web:

twitter.com/wolgi_

+ Reworked UI
+ Finished adding Job and Ability systems
+ Characters now die if they lose all their health

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
+ Laying in the groundwork for terrain. This will be the main task for the upcoming month
- 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
+ New multi-layered pathfinging is in in its most simple form
- However, due to the 2D visuals of the game, it will be impossible to order units to tiles obscured by other tiles, like directly under bridges or in tunnels, they can only pass through.
+ 9-tilt for vehicles are in (vid, the vehicle is being manually controlled)
+ Got the nodes to rotate correctly now
- Cliff detection will actually be one of the more annoying features to implement.
+ Mutli-layered hitboxes are needed. Gonna try doing this without going into true 3D territory. Will be similar to Box2D with a z-axis.
+ New terrain block workflow can now support animated tiles.
- Its actually quite intuitive. We can either have additional directionality, like with road markings, or animated tiles, like with oceans or tall grass blowing in the wind.
+ Made a set of seamless sea tiles with a sandy shoreline baked into the tileset.
- Its seamless, but if you look closely you can see it's four mirrored mini-tiles. It's also not looped yet. All stuff to work on in future. Good enough temp tiles though.
+ Heightmap importing will be worked on later, we've got a nice map just sitting around now, ready for further tests.
+ 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

GoGoGo! Super Fast Racing Adrenaline

+ You can now race other cars
+ All cars have a lap and checkpoint counter so you can check its position (but no UI implemented yet)
- AI is slow as fuck at turning
- No end state yet

Cult of Damaskus

Dev:

Kistol

Web:

twitter.com/TeamPuzzleGames

+ Added swimming and underwater portions to planned demo level.
+ Started working on a boss fight.
+ Created a few new art assets, including some enemy sprites. Millions to go still.
+ Reworked HUD (it still sucks, will be reworked again later) and added some video options in the menu.
+ More bug fixes.
+ I'm sure there's more but the weeks are blending together and I'm losing track of what I'm making at what time.

Girl's Lovecast

Dev:

mikamiga

Tools:

Unity, Clip Studio Paint, FL Studio

Web:

twitter.com/mikamiga

+ Add lighting to scene
+ Setup scripts to prepare scene and set the time of day
+ Replace construction signs that block of temporarily unavailable areas with dialogue triggers that say things like, "I don't need to go there right now."
+ Setup teleporter triggers to connect scenes
+ Add optional functionality for preserving audio clips across scenes
+ Replace placeholder grass tiles with new ones

+ Work on fast food restaurant interior
+ Replace stock photo of burger with my own drawing
+ Fix some collider and lighting errors on street lights
+ Fix tile placements on various parts of the map

+ Create initial designs for casino and departmentstore interiors; setup teleporter triggers for entering both buildings
+ Fix bug that causes camera to swing when teleporting
+ Create register desk sprite specifically for fast food restaurants
+ Decrease the size of a sandlot in a previous map and run a road through the new space; setup traffic for that road

+ Create area leading up to school
+ Draw some new desert sprites
+ Add decorations to the southeast part of town

Getting closer to where I started, which was the school area back when it was a different kind of project.

+ Add clerk NPCs and setup shop system so you can actually buy things
+ Adjust counterDodge attack/ability so that it does more damage on certain enemies and is sometimes a more viable strategy
+ Fix bug where one of the enemies could spawn bullets while the game was paused
+ Fix bug where player could sometimes use abilities right after they are killed
+ Create saveLocation for school exit; setup so that player and party members will spawn at the correct spot when loading the scene from the school
+ Change sidewalk tiles so the ledges don't look so gigantic
+ Modify two of the boss battle themes >>348384584

Fugg, I feel like I did a lot this week. My eyes are tired

Deadeye Deepfake Simulacrum

Dev:

nodayshalleraseyou

+ added a new song to the survival mode, gifted by an anonymous donor
+ drastically improved AI friendly fire avoidance
+ fixed a bunch of bugs involving abilities
+ passive sounds on monsters now stop playing on death.

Girls Last Tour Simulator

Dev:

Sakuyoi

Tools:

Unity, Blender

Web:

twitter.com/SakuyoiYesdev
sakuyoi.itch.io

+ A star pathfinding project implemented. For the overworld and this will be used for AI too when searching for supplies.

+ Fuel system/GUI [WIP] for kettenkrad added. For every 1 unit of world space in unity is one kilometer. A kettenkrad can go 100/km per 16 litres of fuel if its using the road. 22 litres if offroad. A kettenkrad can hold 42 litres of fuel. If the player has ran out of fuel the game ends unless they are in range of a node within 3 units in which they can scavenge for fuel.
kettenkrad.de/techdata_e.htm

+ Scene switching added[WIP]. For scavenging rations, fuel, key items like plastic explosives

+ Procgen Scene added[WIP]. This will generate hallways, rooms with rations, fuel, and key items to unlock other endings.

+ Made a patreon and ko-fi for my games. Ill start marketing when i have a full fledged demo ready.

rocket sword game

Tools:

Godot, Aseprite

Web:

twitter.com/ivy_sly_

+ New enemy: UFO
shoots powerful projectiles downwards, and abducts nearby humans to use as a meat shield
+ added sounds for level1 boss
+ aesthetic tweaks to level2 to make it more consistent with the first level
~ my yolo code is catching up to me

im starting to feel really unhappy with the game's progress and i'm worried it sucks ass

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Fixed issue where events wouldn’t process proper requirements.
+ Lowered stats on initial campaign ships to be even weaker and created super weak variants of shields.
+ Added single-fire flags to system dialogue triggers.
+ Worked a bit on fixing up some multiplayer issues.
+ Re-implemented some lost multiplayer aspects.
+ Wrote up some more sidequests.
+ Adjusted hazard distances for storms.
+ Added more transition colors for storms.
+ Added an optional requirement field for storm hazards.
+ Player followers can now specify an offset.
+ Storms destroying their particles do so gradually instead of instantly.
+ Created the color variations for storms in various regions.
+ Enthickened the gas particles for ice clouds for better looks.
+ Fixed issue where teleportation wouldn’t properly set up storms.
+ Stormed nebulas now do subtle lightning flashes.
+ Fixed issue where unknown objects could still be reported on in the information window.
+ Fixed issue where storm based contacts would be duplicated.