March 2022 (Week 2)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ turrets can now have a separate spritesheet for when the gun is pointing up
+ 'gun_up' nodes supported so that the bullets fire out of the right place when pointing up
+ missiles now have an initial firing pitch, so that they come out of the tubes at the right initial angle
+ line of sight implemented, each weapon can be blocked by terrain or entities
+ the line of sight for each weapon can choose to ignore specific set of entities, for instance it can be blocked by buildings but not infantry
+ weapons ranges (min max), pitch (up down) and yaw (left right) for each unit can be displayed in the debug mode (vid)
+ still troubleshooting love 11.4 upgrade, works fine on the coder's mac, but crashes on my windows machine
+ tons of weapons tweaks
+ made a bunch of new cursors and down-rezzed the original 4, first row
+ 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

55 Days

Tools:

Godot

Web:

gorridev.itch.io/55days

+ added an extra line in front of the spawn
+ slightly improved tutorial
+ added placeholder icons when upgrading defensive positions

- added the ability for squads to swap place
- made some UI text bigger
- fixed a bug preventing the player from upgrading defensive positions at first try

- fixed a bug that caused lines to not be considered free if their occupying squads died
- fixed a rare bug where militia squads occasionally failed to hit their targets when braced (the first wave should be easier now)

PinkTurtle_WIP

Dev:

Tomokodev

Tools:

UE4, Blender, Aseprite, Krita

Creatures no longer prioritize attacking their Allies over their Enemies when those are too close
NPCs can now see in a bigger radius to determine when their Items get stolen (read:behind them thanks to some messed up root motions)
Most Items in the City now have their correct owners look after them
Humans now display their Threaten/Helping/etc. messages again instead of just saying nothing and starting to wail on the player
NPCs now equip their weapons before beating the player up when they catch her stealing their stuff instead of using their fists
If you enter a forbidden Area, the NPCs looking after that will now warn you to leave instead of instantly trying to kill you
Dead enemies will no longer hit you back once before dying
Mana cost will be displayed now.
Tutorial Texts no longer scale weirdly
Loading game while inside certain trigger volumes will no longer lock Input until you open and close the Systemsmenu
Crystal is now a proper Key
Tutorial Texts no longer have bugged scaling
Can hold down RMB to continuosly buy/sell/loot/consume Items
Knocked out player will no longer hold their Torch in the Air
Fixed Player being able to be knocked out forever by NPCs (again)
NPCs now have correct Inventories and Weapons assigned to them
Kobolds now have a small Place to hide in the Forest
Minor Bugfixes and Adjustments

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Compressed and shaved down on file space for the game.
+ Began work on the archetype-record system.
+ Retextured all drones.
+ Retextured all missiles.
+ Retextured some ancient enemies.
+ Improved the hazard UI to display more information.
+ Refactored radioactivity to incorporate multiple sources in its hazard output.
+ Replaced and optimized all graphics on missiles, launchers, etc.

Monmusu Curse!

Dev:

cursedev

+ Finished my last commission obligation but I'm getting sidetracked again, hope to make it to next demoday anyway. I've decided on 3 or 4 major changes to face things I'm unhappy with in the game that I may be posting about in the following weeks. This here is the start of the first and second changes.
+ The first major change is I'm cutting back on all of the content at the start and putting up a "pathfinding" sort of system. At the end of each stage, likely after the shop, you'll be presented with three paths. Each path will add to all future changes, including - mew enemies; extra enemies; enemies rank up; map X or Y value increased; new hazard; more hazards; more water; some possible beneficial additions... And may lead to new zones (here it only shows the current and only zone as the background).
+ Cutting out the random loot chests thrown about. There'll be a "map piece" on the map that can be collected to give +1 choice on the pathfinding system.
+ Food now has a purpose and is consumed to give +1 choice on the pathfinding system, for a total of 3, minimum of 1.
+ Enemies will have alt art at higher ranks and alternate scenes with enemy variants.
+ Enemies now only inflict 1 debuff on their attacks to make them simpler, but gain their alternative debuffs at higher ranks. These alternative debuffs can inflict side effects like removing clothes or bigger boobs.
+ Also added foxgirl ears on player character.