December 2021 (Week 4)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ supply trucks will now use entry and exit points when gathering and delivering supplies
- this will likely not solve traffic problem, we will have to add in rvo object avoidance to solve that problem
+ added feature to repair / heal, can be limited to certain types of units, can have a price set, etc.
+ vtol aircraft movement now supports having way points.
+ now immobile entities will check for terrain, for vehicles deploying and for building structures.
- this is added to prevent helicopters from landing into water.
+ the empty additional areas in front of production buildings will now also check terrain before being placed.
+ the empty additional areas in front of production buildings will now prevent buildings from being placed.
+ added ability for certain nodes to check the terrain
- for instance, the production point on the dockyards can check if the tile is in water
+ added the ability to sell structures, price returned is the original cost * whatever % of HP remains.
+ added sell icon as mouse pointer when the sell mode is activate
- in future, we will add custom animated mouse pointers
+ switching the modeling and UV portion of asset creation over to Blender
- going to gradually transition each step in the pipeline over to Blender
- this will take time, especially for rendering as well as anything to do with infantry since that needs animation retargeting.
+ New music is being made.
+ Version 0.04 released and is available here: balancedbreakfast.itch.io/bombs-and-bullets
+ 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

More work on City
Began working on Post Process Mat to get better lighting results
Finished all new Weapons apart from Flavortexts/Itemdescriptions
New higher res textures for Things that had Textures with too low resolution
Finished missing Textures
Fixed Collision issues with some Trees (again)
Bow Animations
Redid Crossbow animations
Finished all Armors apart from Flavortexts/Itemdescriptions
Put Denzel in and setup his Routine
EarthLizard next to Ruins no longer cry for help when getting hit, allowing player to pull singles with ranged weapons
Fixed Issue with NPCs just running into things instead of interacting with them
Blocking now tries to parry enemy attack stunning them briefly on hit, allowing for a save counterattack
Removed various Debug Messages
Items now need to be in Line of Sight to be pickable
Fixed some Items not being pickupable anymore because of the new LoS check
Resized Weaponmodels a bit
Fixed Equipped Items blocking the LoS to pickable Items
Added Owl
Fixed Camera crosshair issues
New Bird Enemy
Reworked Combat Animations
More work on Titlescreen
Reworked landing Animations
Directional Attacks
Adjusted Candle brightness from Sun-bright to candle-bright
That one single Stonestands light near the road is no longer broken
Player can't eviscerate people with her bare hands anymore
Blocking now correctly stuns enemies, preventing them from doing any action for a while or until hit with a damaging hit

New NPC basic body models and textures ( shorter pants as another option, multiple pant colors )
Fixed some Armor clipping issues on NPCs
Some NPC Clothing
Second Town Entrance
Basic Creature Sound System
Some animation sounds for swinging weapons, drinking things etc. ( not all done yet)
Fixed some more Lighting issues
Fixed some Texture issues
CoalPillar Things for ruins
Lizardmen Skeleton and parts
Fixed some skeleton issues with Animations causing humanoids to be squashed to player size

>>365553086
Merry Christmas Anon!

Your fortune: The poster above you has been very very naughty!

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Redid donut asteroids with higher poly models.
+ Adjusted some static asteroids on bases.
+ Adjusted field thicknesses and settings.
+ Replaced low poly asteroids on bases with high poly versions.
+ Redetailed some pirate bases.
+ Added booster ring models and allowed for boosters to unlock ship speed temporarily.
+ Replaced old skyboxes in interiors with new, proper skyboxes.
+ Stations inside nebulas display as being inside nebulas.
+ Wrote up even more sidequests but my god there's so many

Monmusu Curse!

Dev:

cursedev

+ Four enemy types now spawn naturally in the game each with their own conditions, with 6(one has 7) sprites depending on the action the enemy is taking and unused dialogue art (I'll get around to it).
+ 'Run' mechanic being tested out -- you move 1 space slower if the last thing you did wasn't a ground-based movement and you're not in water (you already get slowed in water). This is just to balance the actual combat once it's in.
+ Nerfed the wolf-girl's (not shown) size to 66%. Too big and too white. I'm going to want to redo her sprites because my early sprites sucked ass.
+ Merry christmas you fucks

Your fortune: Happy Festivus!