August 2021 (Week 4)

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
+ New pathfinding system optimized, final cell size was determined
+ Added a cell-usage system. Larger units have a core and extended hitbox
+ Cells in contact with the core hitbox are 100% occupied, cells in contact with the extended hitbox are not 100% occupied
+ Smaller units, like infantry, can occupy partially occupied cells
+ This system was a simple way for use to solve pathing object avoidance that simulates units occupying multiple cells
- At its core, a unit occupies multiple cells, but while pathing, it is only a single cell
- The larger the difference between width and length, the greater chance there is that clipping will occur
- Once again, there's a lot of path finding problems to fix, but it's going more smoothly than the previous path-finding system, it's already faster.
- Next week is mainly about adding unit movement to the new pathing system.
+ For a variety of reasons, roads will not be tiles, but rather separate system quarter-tile sized cells. The same size as the pathfinding cells. This will be relegated to a later release.
+ Release0.02 will only have basic terrain tiles, like grass, water, sand, dirt, rock, concrete, asphalt, and various transitions. etc.,
+ 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

Procgen RPG

Dev:

Wolgi

Tools:

C++, SFML

Web:

twitter.com/wolgi_

+ Fixed glitches in ability system
+ Added ability that can spawn stuff on tiles, like forests or mountains
+ Ability buttons are now faded out if the wrong kind of target is selected
=Next weekend I plan to finally add monsters into the game that attack you. Will also try to add an ability that captures/despawns a monster and lets you spawn it again later to fight for you as a test of how robust the current ability system infrastructure is.

Retarded Turkey

Dev:

faggot

Tools:

C, DL

+ Created raytraceer
+ Started work on rendered that will draw the turkey

GoGoGo! Super Fast Racing Adrenaline

+ Modeled cute low poly car
+ Wheel mesh now correctly rotate and turn
+ Added drive types (FWD, RWD, AWD)
+ Added automatic transmission
+ Modeled cute little road
+ Made an Android port with joysticks

Girl's Lovecast

Dev:

mikamiga

Tools:

Unity, Clip Studio Paint, FL Studio

Web:

twitter.com/mikamiga

+ Migrate project over to Text Mesh Pro because Unity's default Text UI looks so bad on smaller screen resolutions
+ Add an AlwaysRun option in the settings menu like some anons had suggested in the previous dd submission
+ Get application version number at launch and display it on the title screen
+ Add interaction nodes to various scenes
+ Add itemGiver nodes to scenes so player can find items
+ Fix bug where player could talk to NPCs while teleporting
+ Fix bug where player could sometimes move while talking to NPC
+ Create script to allow the player to trigger cutscenes by pushing the interaction key at trigger nodes

+ Init school level; restructure a lot of old scene data and item placements; prepare scene data for compatibility with new systems
+ Go through a lot of old assets in the school area and redraw many of the sprites
+ Create reflection system for ground surfaces and bathroom mirrors
+ Fix movement bug that caused player to jump a little ahead after teleporting
- Remove credits from prologue level

Cult of Damaskus

Dev:

Kistol

Web:

twitter.com/TeamPuzzleGames

+ Major progress on new demo day level
+ Drew up a few new sprites, nothing juicy
+ Added melee kick sprites, haven't rotoscoped them yet but they're there
+ Added some new options to the menus
+ Added auto weapon switching
+ Added a message that displays when you find secrets
+ Lots of small balance changes

rocket sword game

Tools:

Godot, Aseprite

Web:

twitter.com/ivy_sly_

+ made background darker for visual readability
+ WIP enemy sniper watchtowers
+ now UFOs will fling their meat shields back at you (゚ω゚;)

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Finished writing up several sidequests.
+ Worked on the giant squid’s territory and related quest.
+ Made it so that mimics awakening can’t be killed before fully awakening.
+ Added item activation tech to let players use things to activate things via things.
+ Added a treasure pather, which shows the path to premarked things, provided it exists.
+ Worked more on some new pirate quests.
+ Worked a bit on the hardpoint upgrade system.
+ Implemented some squid.
+ Worked on some squid related quests.
+ Wrote flavor text for various wrecked battleships everywhere.