September 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
+ New pathfinding system is done, but we decided to simplify it even further for the sake of huge maps.
+ New path following system is done (vid)
- Path following is just how the unit visually follows the path, speed, acceleration, rotation, tilt, etc.
- This system will be on-rails and locked to the A* cells as opposed to the pathing in 0.01 that was guided by a spline and was physics-based.
+ 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.
+ Release 0.02 will only have basic terrain tiles, like grass, water, sand, dirt, rock, concrete, asphalt, and various transitions. etc.,
+ Very large maps and seamless map stitching will be worked on next week
+ Heightmaps are ready for further tests once the very large map work begins
+ 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

rocket sword game

Tools:

Godot, Aseprite

Web:

twitter.com/ivy_sly_

+ these past few days were spent mainly overhauling the enemy spawn system (again). now they spawn in explicit waves
+ this is shown by the new HUD element in the top left corner, which also works as a progress bar to show how much of the wave you have completed.
+ added a placeholder "boss" which doesnt do anything because i'm not going to be done with this level before demoday. i'm not really sure if i should even include this level in the demo, considering i plan on having it be played by more than just people on 4chan for feedback, and it's missing at least one more enemy and a real boss. plz respond if you have an opinion
+ snipers actually shoot you now. they are basically hitscan enemies with a 1 frame delay, so you can either reflect their bullets, dodge using the dodge ability, or just outmanoeuvre them with sheer speed.

Luna

Dev:

LunaDev

Tools:

Godot, Gimp

+ many bug fixes and optimizations
+ finish elevator room puzzle
+ add hungry grass
+ add spread shrooms
+ add exploding orb and pod
+ map out old mines 1 through 3
+ finish gravity gun introduction jump puzzle
+ add destructible walls
+ add gravity zone toggle switch
+ gravity zones can now push blocks
+ add vial potency upgrade
+ add more Mandragora log entries
+ improve cutscene system
+ many sounds but not enough
+ add Pomao easter egg

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Wrote up all flavor text for wrecked capitalships.
+ Added a dedicated activator for activator cargo items.
+ Improved the squid a bit more with things.
+ Fixed issue where mimics weren’t properly invincible at points.
+ Finished writing up some longer questlines.
+ Improved cargo spawners to spawn groups of mimics that now properly respect chances.
+ Mimics improved with wakeup abilities, ambient sound, and better effects.
+ Fixed issue where non-ship entities couldn’t override music in clouds.
+ Reorganized a few old effect scripts here and there.
+ Recoded color grading zones to allow for multiple zones and to handle zone magnitudes, rather than trigger volumes (though it’s still an option).
+ Beam effects and beam hazards are now linked and allowed to be on an independent and potentially random interval.
+ Floating objects can also now have modulated size bubbles, usually used for hazards.
+ Added proximity mines that function differently from normal mines.
+ Added effects for radiation hazard bubbles.
+ Redid collision code for beam hazards to be far more accurate and work with the modern collider disparity.

Homelette

Dev:

Untailo

Tools:

Godot

Web:

untailo.itch.io/homelette

Got everything ready for the demoday 40 demo
New in this demo:
New overworld
2 new levels + village (unfinished)
Better menus
Better backgrounds
New sounds
New collectible that replaces lives
New doors and switches behaviors
New ball
Fixed all bugs
Created new bugs in the process
Stuff I forgot