September 2021 (Week 5)

BnB

Dev:

Commander Rad

Tools:

Love2D, Blender, Spine, Affinity Designer, Affinity Photo, Zeplin, QGIS

Web:

twitter.com/GamesBreakfast

+ Pathfinding now works across large 500x500 maps with few problems.
+ Pathfinding work as concluded for the moment.
+ Vehicle movement and behavior work begins once again.
+ Supply collection behavior has now been restored.
+ Building vehicles has been restored.
+ Buildings can now only be placed on flat terrain. (vid)
- We will probably give the dozer some very limited terrain-editing ability in future.
- Due to the way we treat sea tiles, everything, including buildings, are amphibious. The sea is basically 3 feet deep.
- It's hilarious and I'm not going to fix it until after version 0.02
+ Added a new "Swarm AI" which will spawn a unit every 10 seconds and order it to attack your base.
- This new game mode is more or less compensation for not being able to restore multiplayer by version 0.02.
+ Version 0.01 released and is available here: balancedbreakfast.itch.io/bombs-and-bullets
+ 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

+ HEMTT Supply truck
+ Dozer unit
- Huge F-up earlier in the week required me to re-render all the assets that's I've recently been working on.
+ Version 0.01 released and is available here: balancedbreakfast.itch.io/bombs-and-bullets
+ 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

Girl's Lovecast

Dev:

mikamiga

Tools:

Unity, Clip Studio Paint, FL Studio

Web:

twitter.com/mikamiga

+ Fix bug where cash UI would not fade out when quitting from the main menu
+ Detect when user manually toggle screen mode and set toggle text accordingly
+ Redo piano melody for one of the songs
+ Fix bug where player could become invincible after using lovecast during boss fights
+ Draw special CG for intro scene
+ Create dialogue portrait model for a character's transformation
+ More scripting for intro scene

rocket sword game

Tools:

Godot, Aseprite

Web:

twitter.com/ivy_sly_

+ level 3 is starting to come together, with 2 new enemies so far, the powersuit/grenade launcher guys, and the city helicopter (which is just the normal helicopter + a machine gun and a coat of paint)
+ added an optional "slow mo" effect that occurs when you rack up enough style points
+ tweaked some stuff to make the gameplay more explosive - you no longer take damage from enemy death explosions (from tanks, helis, etc), and helicopters will now produce an explosion twice on death; once when you hit them under 0 HP and they go into their "burning out" state, the second when they actually blow up for real.

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Modeled out some campagin stuff.
+ Modeled out some more bosses.
+ Coded out Mighty Hydrix and the Cannonfiend a bit.
+ Played more with Substance Painter.
+ Coded up rock stuff for a quest involving rocks, because they rock.
+ Added persistence nodes to help with stuff that can only be looted or shot once that isn’t a boss.
+ Added some missing descriptions to starship wreckage.
+ Created a separate NPC table for NPC ships. Not sure what to use it for, but hey.
+ Fixed issue where duplicate NPC ids on the normal table wouldn’t be added.
+ Created a player ship cloner, for reasons.
+ NPC override rules can specify overrides for voice types, or just remove them outright.
+ Fixed multitudes of missing ships from the ID table.
+ Made group UI checking a bit more efficient.
+ Redid the server UI to hold more info and be up to date with the rest of the UIs.
+ Began work on redoing the player party UI to fit in with the rest of the UIs, and add new features such as public party posting and active monitoring.
+ Stripped out more of the old shitty multiplayer code.