March 2022 (Week 3)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Basic particle system and editor added into the game. (vid)
- This system is 0ff-the-shelf and 2D, therefore can't be used too much, we're implementing it as a test.
- Because the particle system is 2D, we can't use this particle system for any emitter that leaves long trails.
+ Added UI line target indicators for attacking (red), collection (cyan), healing and repair (yellow).
+ Option added for ammunition that isn't infinite to be reloaded by being close to specific nodes.
- This is obviously used for aircraft and helicopters, but could be used for other units.
+ Disabled the pilots ability to exit the aircraft in mid-air.
+ Added the ability for units to translate in height during a transformation.
- This will be mainly used for submarines for them to surface and submerge.
+ 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

Magic Bind

Dev:

Secreto

Tools:

Houdini, Unity, MS Paint

+ script finished
+ assets downloaded from store
+ classical music ripped
+ scribblings of character design finished

Monmusu Curse!

Dev:

cursedev

+ Filling out more of the escalation mechanic. I just threw together some cards which should be enough to return all previous aspects of the game (Shrine spawn, water, enemies) and will be used for future content (Thinking of adding blocking hedges that can be attacked/destroyed as an example). It doesn't really pop out visually but I'll worry about that another time.
+ Added a disclaimer screen on first start-up because all the cool kid porn games do that.
+ Fixed pathfinding (again)
+ Started adding keyboard/controller functionality to the game. Moves a cursor that functions the same as if you moved your mouse over it, has some features like holding shift to move it faster, or holding it down accelerates it and a button returns it to the character. It also scrolls the screen if near the edge of the screen. Part-way through assigning other keys to other essential functions.
+ Ditched the awkward draw delay mechanic as part of removing bloat. Instead, items will simply only draw one time per map to encourage you to stockpile more of them. I plan in the future to allow you to upgrade those items, too, either as a roguelite mechanic or by merging same items.

CTI

Dev:

ctidev

Tools:

love2d

- added menus (start/options).
- better physics and collisions
- procgen stuff WIP

CTI is now on the way to become a pacman and vampire survivors inspired roguelite.

+ added procgen enemies (WIP)
+ physics: enemy sprites can't touch/disturb the pellets anymore (thank you box2d categories & masks)
+ camera locks to the window if the viewport dimensions are larger than the world dimensions in either of the axes

CTI will be a pacman x VS roguelite (or maybe a roguelike, not sure right now)

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Replaced graphics in various quest systems.
+ Added new explosions, fires, and more to some capital ships.
+ Added tech to easily visually explosions.
+ Redid debris and explosions on some drone enemies.
+ Fixed issue with old nebula hiders.
+ Solars can now specify linked bosses not connected to them, for convenience.
+ Worked on more quests.
+ Added technology to only display quest entries under certain circumstances.
+ Allowed for station trigger volumes to be constantly checking, if allowed.
+ Began implementing zombie mushroom people.
+ Added new AI faces.
+ Added models and textures for generic robot characters.
+ Refactored how large subsystem shield generators work.
+ Refactored how large subsystem turrets work to be independently run things.
+ LargeSolar entities can now operate and have AI without needing to be attached to a battleship, and can be controlled via dialogue and quest scripts.
+ Massive refactors of how beam weapons work, for various bullshit reasons.
+ Refactored some aspects of generic movies.
+ Added a generic screenshaker object.
+ Added code for generic destructibles to work off their base item.
+ Worked on giving the first build of the game to testers.
+ Made a bug a feature by way of formation attacking.
+ Fixed issue where Karbelle’s quests wouldn’t work.
+ Improved waypoint systems where, if you were close to the last waypoint, that would become the last waypoint.
+ Fixed some mislabeled service terminals.

PinkTurtle_WIP

Dev:

Tomokodev

Tools:

UE4, Blender, Aseprite, Krita

Added a Bunch of new Soundeffects
UI now displays if you get a new journal entry
UI Sounds for Leveling up and getting a new journal entry
Torch Sounds
Fixed Enemies just threatening you roughly a million times at once and then immediately attacking you, instead of waiting for their threatanimation to finish before playing the next
Fixed Issue with NPCs sometimes just not being able to walk after making changes to the Game
Ambient Sounds
Textured Owl statue
Textured Playership
Finished Farm/CrashedTrain Terrain
Floating Perimeter Obelisks
Castle Ruins
Setup Forest Temple Entry
FinalTower Island
Added remaining Magic spells
Minor Bugfixes and Adjustments

Magic bugfixes
Alternate Dialog Areas for more advanced Quest progression
Adjusted Weapon collisions to CCD to maybe get rid of them sometimes not dealing Damage
Adjusted AI in order for it to immediately draw their weapons upon being hit
Runes no scale their damage with your Mysticism attribute like other weapons with str/foc/myt
Fixed Skeletons and other aggressive enemies failing to realize the target they are trying to kill is actually the target they are trying to kill
Minor Bugfixes and Adjustments
>>376896172
Thank you I kind of needed that, today was a low day, I found more old Bugs reoccuring that I thought I had fixed then actually fixed new ones. Maybe tomorrow will be better.I'll try to not dissapoint next DD.