October 2021 (Week 2)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Added display names to replace the previous asset names. These names will be more readable for the player.
+ Added a 'tech tree' and 'tool tips' button in the side bar which brings up those two items
+ Added a 'production point', where a unit spawns, and 'rally point', where a unit moves to immediately after spawn, to all unit-producing structures
- This enables units to not overlap if there's already another unit at the spawn point
- This also allows the unit to path to another adjacent cell if the 'rally point' is already occupied
+ Added tilemap import functions after the heightmap import (vid)
- Imported "Crete Far West" heightmap and tilemap at 1:40 scale, so after the tile map import, the scale is more noticeable. I wanted more 1:20 or 1:10.
- Imported map is not fixed or tweaked at all. I think it'll look nicer if I just fix the roads and lessen the amount of stone tiles for mountains.
- Honestly, it could be Cretan roads are built crooked.
+ Added Supply Dock resources to the map to make it more playable
+ Made lighting and time-of-day adjustments to make the map more comfy
+ Minor balancing will commence for the sake of making Swarm mode more playable
+ Removed unbuildable structures, like 'rubble' and 'scaffolding', from the structure build menu
+ Fixed a ton of bugs
- 0.02 release imminent
+ 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

+ M88 Hercules Recovery Vehicle, totally new model, huge pain to model.
+ M2 Bradley Infantry Fighting Vehicle, just a re-render. Will likely remodel in the future.
+ Made an asset creation video for the Patriot missile system, find it here: youtu.be/6i7O5gvHSPs
+ Gonna start making these asset creation videos using the vid from the streams
+ Version 0.01 released and is available here: balancedbreakfast.itch.io/bombs-and-bullets
+ BnB music playlist: soundcloud.com/user-255042164/sets/b-b-ost
+ BnB YouTube channel: youtube.com/channel/UCiNBYy5LcJiu5ywcUGVwaxw
+ BnB dev stream: twitch.tv/commander_rad
- For those that would like to use the AGDG recap, its here: recap.agdg.io

PinkTurtle_WIP

Dev:

Tomokodev

Tools:

UE4, Blender, Aseprite, Krita

Added Nests for Lizards, eggs, dead trees and other doodads
Fixed shading issues on Crossbow and parts of the Terrain
New Room added to the Intro part
New Stone things for more ambience along paths
Smaller Crossbow
Fixed AI again
Ambient Dust and Firefly Particles
Ancient Wallpainting Decals
Can't block with Ranged Weapons anymore
A few adjustment on different light sources
Equipped Armor and Weapons no longer block your own projectiles from flying out
Slider for when light and heavy fall montage change for better control over it
When falling from too high fallmontage now also correctly overwrites arm usage from weapons
Opening Coin Pouches etc. now also shows the new item being added in the currently open Inventory visually
Lantern now gets marked as equipped/unequipped correctly if it is equipped/unequipped
reduces lethal falling height from 25m to 20m
Began working on Pomaodevs new hut

Also, Thank you Damaskus-dev for all the great music

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Fixed issue where best prices were calculated incorrectly on stations and in the UI.
+ Made some small graphical elements read better on the UI.
+ Optimized some internal pricing code.
+ Fixed issue where closing on stations with the escape button produced predictable input errors.
+ Fixed issues where submenus wouldn’t close in inventory.
+ Simulation systems can warp players back to systems instead of stations, and don’t affect levels.
+ Station activators can have activation requirements now.
+ Room warps can have activation requirements now.
+ Added the ability for rooms to have unique icons and specific names.
+ Name displays can be restricted on systems and stations, and instead get displayed via script commands.
+ Group activators can now specify data passed in, for reasons.
+ Redid shield effects entirely to have both downtime animations, skinned hit effects, and more. Much more optimized, ironically.
+ Improved room warps, allowing for no sudden sound transitions and better fading.
+ Repair services on stations now take into account storms for their pricing.
+ Added smaller wrecks and named them throughout the entirety of the galaxy.
+ Added clearings for all smaller wrecks.
+ Added descriptions for all smaller wrecks.
+ Removed some things that didn’t need to be referenced on resources, in the interest of saving space.
+ Encounters will now load and spawn based on ID, again further improving memory and disk size.