January 2022 (Week 2)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Dozer will now flatten uneven terrain tile by tile after placing a structure. (vid)
- Structures are limited to placing on terrain only if all terrain is +- 1 the average terrain height.
- This feature is vital for construction of larger buildings like the airfield, which is basically complete.
+ The terrain flattening feature is also present in the map editor
- Hopefully work on fixed-wing aircraft can start next week, although I doubt it.
+ Four 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

Strandships

Dev:

Nebulous

Tools:

Javascript, PIXI.js, Jquery-UI

Web:

strandships.tumblr.com

+ Can make new cargo orders for your cargo fleet
+ Cargo fleet will automatically balance cargo-carrying capacity between active orders
+ UI theming
+ 29 new ship icons
+ Faction colors

+ Many UI fixes
+ Fixes for loading/unloading multiple pieces of cargo at once
+ Fix overmap encounter issues

Deadeye Deepfake Simulacrum

Dev:

nodayshalleraseyou

+ Added melee weapons system and 22 melee weapons to play around with
+ Retooled hacking punishments to feel more fair and appease prettysober-kun
+ Added 9 new passive perks, one for all existing classes.
+ Updated cosmetics menu.
+ Added consumables and pickups.
+ Got the first ~50% of the game totally hooked up and ready to go, gonna release it in a 5$ preview build on itch at the end of the month
+ Made three new classes (knight, necromancer, accountant) with 6 abilities and 2 perks each, they'll be in the preview build.
+ Prototyped mounts and vehicles, should be ready for the preview build too.
- Congrats to everyone to made it to demo day this month :^) To those that didn't there's always next month :^))

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Audio sync visualizers can now hook up to independent audio sources and work off that.
+ Tested out some voice acting stuff.
+ Factions can now have designated “hated” ships, which they will be hostile to regardless of anything.
+ Fixed some music and hostility related issues to help with this.
+ Dockable targets can be flagged to never be pathed to by NPCs.
+ Mission dedicated solars are marked on the map.
+ Added avoidance zones to mission spawned solars.
+ Undocking properly resets guns and engines.
+ Fixed some bugs in an alternate dimension where factions were missing.
+ Animals can be detected by scanners now.
+ Ships in kill large missions will run if the large solar is destroyed.
+ Only large ships doing jobs ignore combat now.
+ Adding clamping angles for beam cannons.
+ Comms don’t occlude openings.
+ Fixed issue where equipment acquired in stacks wouldn’t be added save for a single one.
+ Rebalanced in-system trade prices.
+ Implemented the first bits of the stormtracking and chapter enlistment system.
+ Added a keyword system to most base game objects, useful for stuff.
+ Player controller can track missions complete and similar.
+ Player can now swap out to other ships at any shipyard.
+ Shipyards will always show your ship on top and highlight in green.
+ Created some quest-independent variants of previously quest-only enemies.
+ Wrote up more sidequests.

Monmusu Curse!

Dev:

cursedev

+ Fresher, clearer, less obnoxious attack tile symbols. They're less dynamic but still more pleasing than the mess of stock CSP effects they used to be.
+ Reworking the dialogue UI yet again because my UI always sucks and always needs improving, this is in preparation for a dialogue-heavy update in the future. I'm not making it purple-blue like here, I've already changed the color scheme slightly.
+ Started shoving icons onto the abilities on the hotbar so it's clearer how they work. The ones with the running guy counts you as running after you use the ability, for example, or the green clock thing doesn't end your turn.
+ You can now place pitons on non-background walls. Now softlocks are nigh-impossible.
+ For the time being, enemies have auras around them that indicate if they are chasing you or readying an attack. Might lock this behind an item or something in the future but it's good info.