October 2021 (Week 4)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Started updating buildings
+ Added two more turrets (vid)
+ Finished HIMARS asset creation vid: youtu.be/MBC4oeUTwbI
+ Check out our Day / Night cycle here: youtu.be/shqiBC98paI
+ Multiplayer functionality revived
+ Adding a lot of quality of life improvements
- buggy as heck
+ Fixing a lot of bugs
+ Pathfinding zig-zag bug as has been fixed
- A G-RAM usage problem looms, especially in multiplayer. Because the player with the shittiest G-card (peasant) will bring down the whole game.
- Thinking about reducing number of directions for vehicles from 32 to 16.
- A couple of large G-RAM related optimization plans are in the docket, ready to be executed for the next version after 0.03.
- We have a lot of optimization to do in future. RAM usage is also a problem, although not as immediate as G-RAM.
+ Going back to one post per week, because I'd rather be making progress.
+ Version 0.03 with multiplayer might release next week.
+ Version 0.02 released and is available here: balancedbreakfast.itch.io/bombs-and-bullets
+ I do dev streams here regularly: twitch.tv/commander_rad
+ Here is the current music playlist for anyone that wants a listen: soundcloud.com/user-255042164/sets/b-b-ost
- For those that would like to use the AGDG recap, its here: recap.agdg.io

PinkTurtle_WIP

Dev:

Tomokodev

Tools:

UE4, Blender, Aseprite, Krita

Finished Pomao's new hut
Finished new Intro Layout
Fixed to many dust particles being created
Added Giant Wurm Skeleton for Maggots to have a place to hang out
Maggot enemies now fully in engine and placed around Wurm skeleton
Loading the Game while having a weapon equipped no longer equips it twice
Using Items no longer shoots a bolt when a crossbow is equipped
Removed retarded poise system, now blocking simply does no damage to the one blocking instead of stunning both parties
Ranged Weapons no longer always force you to have the projectile in the inventory ( so you don't need fireballs in your inventory to shoot them )
Carrying a weapon no longer overrides arm movement while falling to high
Replaced Generic Key with Magic Crystal for intro ruins
Placed all Enemies inside Intro Ruins
Added a lot of new Weapon Models ( only the models from the asset pack, not in game yet )
Added a weapon of each current type at the spawn to allow better testing
Made it easier to climb Pomaodevs Roof
Added some doodads and Earth to the Wurmtunnel in the Intro Ruin, so it feels more "alive"
Placed some Mushrooms around
Magic Particles for Spellscrolls and other magical stuff

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Began a bit of work on a template system, mostly for modding.
+ Reworked the orbital camera to not have jitter when moving.
+ Added ships to shipyards.
+ Redid LOD system slightly.
+ Reworked laneline LOD system.
+ Reworked billboard LODs, improving performance in places.
+ Reworked a few effects for the fishing ships, in an attempt to expand them, slowly.
+ Added new graphic effects and textures for the fishing ship’s cranes.
+ Redid ad shaders to look better and got rid of old unused ads.
+ Redid tutorial dialogue to be shorter and more to the point.
+ Reworked ad code completely to be collection based, and have requirements and be able to change during the story.
+ Added some more encounter zones to the demo area.
+ Emails can now have requirements.
+ Added fishing ships to all star systems that’d have them.
+ Fixed issue where laneline LODs were improperly set.

Snowstorm 2.5D

Dev:

smd

Tools:

unity

I've been messing with ways to get decent reflections on the water.
- Unity SSR (v2 stack in standard pipeline): Complete joke, don't bother unless you're making a side-scroller.
- Simple planar reflections asset (free): Only razor sharp reflections and only with a forward or "legacy deferred (light prepass)" camera which both mess up the lighting and degrade performance.
Oh well, at least now I know. Time to cut my losses and go back to AI and general gameplay.

Cult of Damaskus

Dev:

Kistol

Web:

twitter.com/TeamPuzzleGames

+ Resumed working on new levels after an extended vacation
+ Made weapon switching instant. No more .5s delay to put your current weapon away and .5s delay to pull the next out
+ Gave the pistol pinpoint accuracy. It's still relatively weak at this time, but is likely to be your best solution to deal with long-range encounters
+ Began implementing a sniper enemy, which will point a laser sight where ever it's aiming. When the aiming cycle is finished, the sight will stay still and the sniper will fire after a brief delay. Sniper bullets are faster than other projectiles. Snipers have a low health pool.