January 2022 (Week 4)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ F-15 Eagle Asset Creation vid done: youtu.be/gmFTsSE0GK0
+ Terrain editing is now much cheaper faster, building an airfield will no longer bankrupt the player.
- Although, with something as big as an airfield, multiple dozers will significantly increase the terrain flattening time.
+ Corrected scale for aircraft along with the airfield
+ Aircraft taxiing on airfield, takeoff, landing, and loitering logic is in
+ Airfield hangar and runway logic is in. All taxiway nodes are in in order to help carry the aircraft tarmac taxiing logic
+ Six new music tracks have been made. This set of faction-specific music is now done, will be in-game even before factions are added.
+ 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

Marble Bounce Prototype

Dev:

spoon racoon / god of the arena dungeon dev

Tools:

godot

+ completely revamped the movement; everything is bouncy and squishy now and you can hold space to charge bounces
+ made the perspective more conventional fixed perspective 3rd person rather than orthographic isometric
+ redid the demo level to reflect the changes

Took a couple weeks but I got everything feeling the way I want it to. Camera is still a work in progress, but I think I can start working on proper non-linear levels and enemies to kill. Then comes stat upgrades and elemental abilities
and of course art and music from my bros
I think the game's alot better, thanks for the feedback anons.
I'd appreciate any further input (I'm sorry the browser version isn't working right now) on movement feel and all that bros
>spoon-raccon.itch.io/marble-bounce-game-prototype

Strandships

Dev:

Nebulous

Tools:

Javascript, PIXI.js, Jquery-UI

Web:

strandships.tumblr.com

+ Smart stockpiling algorithm ensures stockpile spaces are never blocked off
+ Tutorial missions (80%)
+ AGVs (Autonomous Ground Vehicles) now have a battery charge. When discharged, they move much slower.
+ Charger building recharges AGVs
+ Can view detailed information about each component from blueprint editor
+ Select AGVs to see what they're doing
+ Select Launchpad to view fuel and cargo of the ship on the pad
+ Blueprint editor won't let you save a blueprint if the ship it builds will not be able to fly

The Procession

Dev:

jcv

Tools:

unity, blender

vidya game coming along. finishing up the design doc today, and starting work on the playable prototype ASAP.

Mostly finished the game. It doesn't look pretty, nor does it play well, nor is it that well designed, but it functions enough to be a playable MVP of the game design doc. I'm calling it done, fuck it.

Monmusu Curse!

Dev:

cursedev

+ Added debug keys to remove clothes and change bust size (not seen here). Also some slight improvements to art here and there like making the hypnosis debuff art slightly better or the 'medium' bust size not looking weird.
+ More development on chat UI menu, removed the old clunky skip/go back buttons and now it opens a menu when you right click, including an option to open settings mid-talk. Also an option to hide the UI.
+ Added a directional blocking mechanic as hopefully one of the last major game mechanics. Still needs to be added to enemies and some feedback to make it clearer and making it clearer when the player is hit in general but it's coming along as part of trying to help the player understand anyfuckingthing that's going on.
+ Also setting up SFX for moves, there's not many in yet but there may be one for each move.
+ You can now select some player variables such as hair color on the main screen.

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Wrote up the last few sidequests.
+ Fixed issue where resupply missions wouldn’t display their information.
+ Equipped items now show the item's class and the max class of the hardpoint they're equipped on.
+ Campaign overrides can now override ship health and shields as well.
+ Added compound scripting controls for dialogue.
+ Ships can now be stopped/forced out of freeflight and similar with commands.
+ Updated pirate gunboats to have better colliders.
+ Improved NPC follower code. Again.
+ Idling ships will slow if their intermediate path is too far off angle.
+ Completely refactored tutorial system objects.
+ Added more tutorial showcases to the first campaign mission.
+ Dissolve controllers can do it on multi-material objects now.
+ Dissolve controllers can be set to do it automatically now.
+ Redid some pirate ghosts to fit graphics better.

+ Added an indicator to garages.
+ Fixed issue where distant indicators would be completely unapproachable.
+ Created wrecked texture variations of capital ship models.
+ Wrote even MORE sidequests.
+ Added sidequests records, for placeholdering right now.
+ African Americans can now be used as furniture
+ Starchasers can be set as exclusivity overrides, used in a quest.
+ Worked on some corpses.
+ Stations will reset hazard UIs not related to storms.

Deadland 4000

Dev:

kcfos

Tools:

Unity

Web:

kcfos.itch.io/deadland4000

New Seraph enemy. Flys around the zone randomly, but will go dormant at night (when I code it in). Progressing on a cemetery biome.

55 Days

Tools:

Godot

Web:

gorridev.itch.io/55days

+ Added Maxim HMG team
+ Added new sprites for rifle and pistol bullets
+ Added penetration to rifle bullets
+ Reworked Enemy Mob system to have a more vertical spread