January 2022 (Week 1)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Added custom cursors into the game
+ Current cursors are the default cursor, hover, drag select and sell. We'll be gradually adding more
+ Thanks to the cursors, it's now possible for the player to tell when they're in 'sell mode'
+ A MQ-9 Predator drone asset was prepared
+ Airfield building has begun
+ Various plans for airplane, takeoff, landing, taxiing and other functionalities planned out.
- Implementation of the fixed-wing aircraft will be much more complicated than helicopters, but hopefully it will go well
+ Terrain flattening for placing buildings in the map editor has been added
+ Terrain flattening for building buildings in the game has been added
- Substantial amount of additional functionality needs to be added, to ensure that its not surrounded by cliffs for instance.
+ Three new music tracks have been 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

Textured Trainwiz Robe
Added medium and heavy Landsknecht Armor
another NPC body ( old man with short beard )
Fixed Trainwiz being immune to arrows
Fixed some issue with Torch animation blending being to aprupt
Replaced Ue4 Tileview with custom tileview to allow scrollbar editing for future possibilities in Inventory.
Kobold Enemy (unfinshed)
Death animations for enemies instead of ragdolling

Creatures are now immune to being stunned by a hit for a small time (2s) after getting stunned by a previous hit to avoid easy stunlocking ( doesn't happen when stunned thanks to being blocked )
Missing animations for Kobold to look a bit more feral
Reworked interaction system
Added Magic quickslots
Equipped Magic weapons for the player are saved correctly
Fixed some remaining issues and bugs with magic quickslots
Placed a bunch of enemies and healing items around the unfinished forest to allow more opportunities to test combat for DD
Overstatted all creatures to adjust a little bit for the Player starting with basically maxed out everything for Combat testing
Overpowered healing/mana potions and healing scrolls to adjust for overwhelming combat testing health and mana
Kobolds now correctly have their Stick drawn when first encountering them
Kobold Texture
Various other adjustments for Demoday

Monmusu Curse!

Dev:

cursedev

+ When you hover over an enemy or the player (that isn't in the fog of war), it will give you their profile. I'm about to add current stats to it including exact debuff stacks, but right now it's pretty much just the art (which includes any debuff effects).
+ All debuffs have art/effects both on the map and on the bigger version. Two of those have additional changes if the stack of them is greater than 3. They can all be active at once and it looks ridiculous if they are.
+ All the debuffs actually do something now and you have to sit still to increment the debuff counters down. Game is ready for DD but I'll update it just before. no porn this demoday, not that you should want it

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Formation flying on ships vastly improved to be smarter, reflect cruise states, and more.
+ Idling ships will eventually return to a normal rotation. Eventually.
+ Greatly enhanced and fixed large ship colliders
+ Projectiles now hit larger ships based on their colliders
+ Ships and areas can have defined weakpoints, which do extra damage.
+ Pathfinding uses MATH to better determine intermediate paths around obstacles.
+ Fixed issue where NPC was using weird math to pathfind to the wrong point.
+ Improved scanny boy AI.
+ Job AI waits a small amount before processing colliders, to better avoid stuff.
+ Adjusted some station models that would, normally, clip.
+ Refactored a bunch of pathfinding stuff
+ Updated the website a bit.
+ Idle ships now use intermediate pathfinding like job ships do.
+ Player can now use backup and orbital cameras from their cockpit.
+ Changed some cockpit models to be more readable.
+ Fixed issue where campaign mission displays would auto-clear on refresh.
+ Campaign and NPC followers are better about
+ NPC pirates can now shake you down, instead of raiding you.
+ NPC pirates now have lists of items they want to shake you down for.
+ Added code for re-evaluating music stuff.
+ Worked on the starchaser chapter system a little bit.
+ Regions can now have descriptions and icons.
+ Friendly ships will TRY to avoid firing at you.
+ Game now saves and tracks starchaser chapters and your progress towards their ranks with them.
+ Player cannot leave the demo area through train stations.
+ Worked on a bunch of new brushes and materials and such for Substance.
+ Fixed issue where ilk couldn’t be damage.
+ Courier missions highlight the wanted station.
+ Completing a mission refreshes UI
+ Certain quest attacks scale off the difficulty setting now.
+ Title screen savegame panel now initially sorts by date.