February 2022 (Week 3)

Strandships

Dev:

Nebulous

Tools:

Javascript, PIXI.js, Jquery-UI

Web:

strandships.tumblr.com

+ If you win a battle, enemy ships drops parts in a Salvage node. Less-damaged parts drop more often.
+ Can order parts in Salvage nodes to be sent to one of your planets
+ Fleet Detail screen shows ship icons and damage status
+ Ship Detail screen shows component-level ship information and damage status, as well as important statistics
+ If a ship component is destroyed in battle, it turns into dead weight
+ Ship resources like fuel and cargo belong to specific ship parts. If the part is destroyed, you lose the contents.
+ Real starting scenario WIP
+ Research tree completely redone and expanded, with new emphasis on reverse-engineering
+ Many usability improvements

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Fixed some render issues with missiles
+ Can now add lights to missiles (vid)
+ Updated the system governing how weapons can target specific target types
+ Added weapon dispersion
+ Missile turn radius stat added, affects how agile missiles are
+ Munition lifespans added so they don't exist forwever.
+ Force-fire function has been added, now you can attack your own or neutral units if you want.
+ 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

Alien Combat Training Simulator

Dev:

DanDev

Tools:

Unity

Web:

dsilvert.itch.io/alien-combat-training-simulator

+ Learned a whole bunch of piano theory
+ 42 second song
+ Music system to loop or progress through different parts of the song based on game state
- Camera position changes broken after adding camera shake
- music system has an issue when the editor loses focus, untested on mobile
- song needs some work
- lowered planet texture resolution to increase generation performance, I plan to change it entirely anyways

Deadland 4000

Dev:

kcfos

Tools:

Unity

Web:

kcfos.itch.io/deadland4000

+ Enemies should now animate simultaneously for basic movement, preventing the game from slowing down when it has to animate many enemies.
+ Added Peppermint wand. Shoots a short beam that spawns random candy from slain enemies.
+ Added Bone wand. Instantly kills enemies with <= 20 health. Melee range.
+ Added bars for player health and food in UI
+ Action log now has transparent background

CTI

Dev:

ctidev

Tools:

love2d

in progress

+ Added auto-aim
+ Reduces screenshake based on a comment here
+ New chars (still shitty)

55 Days

Tools:

Godot

Web:

gorridev.itch.io/55days

+ Added Americans
+ Fixed idle animations

+ Added hitbox to buildings
+ Added dust effect when hitting buildings
+ added cost to all upgrades

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Info tab displays station info, if on a station and system descriptions, if possible.
+ Known station interiors properly apply now.
+ Updated info window colors, just a bit.
+ Fixed issue where solar comm option options weren’t optioned.
+ Dockable solars that SHOULD be enabled at start but aren’t are prematurely done so, for docking and story reasons.
+ Added more sidequests.
+ Added some more null checks in places.
+ Execution trackers can just be trackers, because fuck convention.
+ AddItem scriptcommands can also remove stuff. Why not?
+ Damaging Fields can be set to be damaging containers: Instant death if the player leaves them. Used to restrict arenas.
+ Movers and rotators can now move groups of movers and rotators with specific settings.
+ Added a generic spawn proximity hazard attacker.
+ Updated the lighting on all stations.
+ Beam weapon attackers are now solar activators, for script purposes.
+ Beam cannons have been restricted to only hit every so often, for balance purposes.
+ Redid the textures on all sculpture bases.
+ Refactored how storms with bosses work.
+ Fixed issue where Distant Horrible Objects would persist.
+ Storms can now be treated like boss fights.
+ Refactored how hazards work.
+ Added some hidden treasures.
+ Added a fake scripting jumper, for reasons.
+ Worked on some new hazards, including a giant ancient space train.
+ Added a space taxi and space taxi warp code.
+ Added a switch ship command.
+ Solar box consumers and station activators can activate code blocks now.
+ Added a global trigger volume setter.
+ Skyboxes now load from assetbundles and filenames for stations AND star systems.

Monmusu Curse!

Dev:

cursedev

+ Almost done fixing up the damage indicators. It'll put a box over an enemy that has attacked you to let you know you can hover over the enemy to see the damage calculation. I still doubt anyone could understand it at face value but it's better than nothing and it's better than when it briefly showed at the top-left. Also includes attack names now, I need to give it a background.
+ Mostly done on an art re-work for the shopkeep as part of me revamping the shop. I did the original art about a year ago so it'll be good to make a side-by-side comparison once I'm finished, maybe I'll post it sometime. (Also progress on a non-game art that I still owe someone from before I started this project)