February 2022 (Week 2)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Started the weapons overhaul
+ All weapons stats re-adjusted
+ Finally added bullets to the game. They replace the ominous white spheres
- currently they are to scale at least for line width and caliber, so we definitely need to double or triple that for visibility
+ Added coaxial machine guns to most turrets, which is used exclusively for infantry
+ Added ability of heavy MGs to attack helicopters
+ Added omnidirectional missiles, shells, bullets, and other visuals for munitions
+ Added pitch and yaw limits to weapons aiming
+ Weapon visuals are now fired from the correct nodes
+ Weapons can now have multiple munition nodes, so a rocket volley can spawn rockets from each tube
+ Munitions now are just normal entities and can now have health and armor
+ Added 'line of sight' aiming, which prevents aiming when there is buildings or terrain in the way
+ Added ammo limits, so that aircraft can not reload in mid-air
+ Overhauled the pricing and a lot of stats to be extrapolated from real-world values.
+ All stats readjusted. All vehicle costs reduced by around half.
+ 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

Shitty Geometry Shooty

Dev:

Some Weeb

Tools:

Godot, GIMP

- Rewriting parts of the codebase because some of the code is on par with Pajeet's Java Enterprise standards
- You can now lose the game. Technically it's fully playable now, demo day here I come

I'm calling this game finished, the code is too spaghetti to add more and it was just an exercice to get into how Godot works anyways.

Monmusu Curse!

Dev:

cursedev

+ New debuff display system, seen nearer the end of this webm (still need to rework character display so you can see the old one pop up too). Still need to polish it a bit, maybe remove the borders for the small screensize version (it already reduces the size a little bit on small screens)
+ Also mid rework for the damage display. Last time I posted I may or may not have posted it where there's arrows showing you directions and block values and all that, right now I've just reworked the arrows to look better on the player and I need to add a new cleaner way to show damage vs block values. Characters will also require right-clicking so they don't keep popping up when you're just hovering over them.
+ Climb toggle. If you right click on a climbable object you can see it brings up the button to toggle it. It won't hide itself unless your climb is toggled back on because you generally want to climb.
+ Fixed a long-running major issue in the code the other day where 72,000 pathfinding points were created instead of 20 slowing map generation by 0.25 seconds. Map generation now takes about 1 second, I haven't really put effort into optimizing it yet.

Deadland 4000

Dev:

kcfos

Tools:

Unity

Web:

kcfos.itch.io/deadland4000

+ Reworked enemy vision, now draws 2d pseudo raycasts, it's faster than before, and works a little differently too.
+ Vaults can now have world object pools, allowing for a tile to sometimes have a patch of grass, but not always
+ Added Lava bubbler, blink shroom, and owleye shroom

55 Days

Tools:

Godot

Web:

gorridev.itch.io/55days

+ Added Legations upgrade menu
+ Added speed, bullet penetration, reload speed, unit HPs and barricade upgrades

+ added legation garrisons upgrades
+ added cheer animation for spear-wielding boxers
+ added scrolling zoom

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Fixed issue with scanning items for money.
+ Added vignette system to fight your evil twin.
+ Fixed issues where player ship cloners wouldn’t work properly under some circumstances.
+ Skyboxes can now be loaded from assetbundles, which themselves can be loaded.
+ Death execution trackers can now specify if ships MUST be wiped out or not.
+ Added item and money payout commands to the script.
+ Valid regions are now processed with tracking events.
+ Worked on MORE sidequests.
+ Quest markers set by the game will be unset whenceforth quests are complete.
+ Added skybox filenames to star systems.
+ Station emails can now execute campaign code and station consoles can execute dialogue scripts.
+ Fighter spawn rules can spawn with no damage being able to be taken.
+ Big ships can be set to NOT ignore combat, violating combat rules because whatever.
+ Fixed some console commands having odd behaviors.
+ Added a time travel boss.
+ Beam cannons can now override beam weapon sounds and width.
+ DamageEffects can now enable (though not spawn) debris when destroying solars.
+ Automatic beam firers can now be lists o beams.
+ Added modglobal commands to the script system.
+ Added a target follower that can mimic only certain axises or rotational angles. Good for a lot of things.