December 2021 (Week 2)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ VTOL aircraft now tilt forward depending on the ratio between desired speed and top speed.
+ VTOL aircraft now bank when turning
+ The whole tilting system was rejigged for VTOL aircraft
+ VTOL aircraft are able to recognize if they are over flat land in order to land.
+ VTOL aircraft spin and crash to the ground when destroyed
+ Attack helicopter added to Swarm AI, which will start spawning them after 6 minutes
+ AH-1 Cobra now has a functioning turret
+ UH-60 Black Hawk can now carry 10 troops
+ Units that can deploy and retract can now be set to only do so on flat land
+ Tile costs are in, and vehicles favor pathing on roads and away from rougher terrain, like sand
+ Vehicles no longer instantly pivot in place and now pivot according to a pivot speed
+ Now that aircraft are in, AA guns now have a function.
+ Male soldier portraits updated with new style
+ Female soldier portraits are in progress and should be in-game by next week.
+ Names for East Asians now have sub-categories for Vietnamese, Korean, Japanese and Chinese
- This is a test for sub-categories for soldier names, which will be expanded upon significantly when the faction split happens
+ Some hilarious bugs, like buildings just floating away fixed.
+ New music is being made.
+ Version 0.04 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

Nilco Virtual Game Machine

Dev:

Nilco

Tools:

Unity

Web:

twitter.com/nilcogames

+ Crazymotoboy reached v0.4
+ added combo feature
+ combos multiply points and increase blood particle sizes
+ added radar
+ working on world map
+ pedestrians now spawn from restaurants
+ pedestrians now dont walk inside buildings, other pedestrians or water

THOTH

Dev:

Blake Williamson

Tools:

sublime text. gcc.

Web:

github.com/yukitheclown/THOTH

+ bugs:newline+textinput,autocomplete clear
+ 0xdead syntax highlight,unsaved file checks
+ movebywords fix
+ config files
+ redesigned code structure large scale
+ file browser
+ project files (save all opened files/scroll position)

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added a player customization UI.
+ Added the ability for the player to customize their character.
+ Game now saves unlocked ship vanity items.
+ Cockpit customization no longer fucks up when switching tabs.
+ Fixed issue where monitor states on ships weren’t properly being applied.
+ Fixed memory leak from old cockpits not getting cleaned up on savegame loads.
+ Fixed issue where players couldn’t open cockpit stuff initially.
+ Added some more sound juice to the customization UI.
+ Added stationInteractionRestrictors, which do exactly what you think they do.
+ Redid the graphics in some systems, lighting and starboxwise.
+ Added planetary shield generators in places.
+ Fixed issues with various legendary effects for storms.
+ Fixed issue where shield downing animations wouldn’t play
+ Fixed issue where storm disruptions happened too often.
+ Added rotational effects to all planets.
+ Adjusted job traffic and spawning bubbles in the Ijuni homeworld.
+ Spent the day importing and adjusting materials on things.
+ Adjusted how cooldowns in encounter zones work to make things less fucky.
+ Added missing encounter zone ownerships to locations and purged encounter zone ownership objects to save space.
+ Adjusted how ship idling behaviors work to be more… not spasticy crap.
+ Optimized NPC movement.
+ Optimized and fixed major issues with jumpgates adding somehow 100k polygons a gate.