March 2022 (Week 4)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Internally, 0.05 has been branched from 0.06. Finishing up on 0.05.
+ Nuklear GUI replaced with ImGui in 0.06. Work on converting all the main menus has begun.
+ Sidebar in-game menu has been fully redesigned to display much much more information.
- This is to address a lot of feedback from previous playthrough by various testers out there (many thanks!)
+ Mouse cursor display and functions in 0.05 has been updated.
- Basically, a bunch of logic around various functions had to be defined in order for the cursor to display the correct one.
+ The ability to force-fire on the original unit, ie committing suicide, has been removed.
+ Pitch has been split into pitch_up and pitch_down.
- Helps with some units that I want to be able to shoot more down and less up, like helicopters. Or the opposite, like Artillery.
+ Particle systems now have been attached to all missiles. (vid)
+ Various stat tweaks prior to release.
+ 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

PinkTurtle_WIP

Dev:

Tomokodev

Tools:

UE4, Blender, Aseprite, Krita

Journal display no longer activates when hidden questflags activate
You no longer punch nearby people when casting magic
More balancing
Fixed NPCs not saying anything again after getting their stuff stolen
Fixed Item pickup collisions
Fixed Item Inheritance issues with quivers
Fixed wrongly rotated NPC interaction items
replaced broken sitting chairs with nonbroken ones
Adjusted Creatures movespeed
If you steal from people eating, they will now equip their weapons instead of trying to beat you up with whatever they're eating
Apparently fixed being knocked out forever yet again
Maybe fixed Weapons sometimes not registering hits? (again)
Dead/Unconscious NPCs no longer shout at you when you steal their stuff
Dead/Unconscious NPCs no longer rotate towards you when you loot them
Fixed Musicplayer not being able to swap between overlapping adjacent playlists
Fixed Player combat recognition
Fixed Issue with new weapon collisions allowing you to pick up your own weapon from your back for duplication
Began work on castledungeon
Minor Bugfixes and Adjustments
>>377111674
>>377112012
Didn't realize you ment me, in that case, heres the morning Progress, just so you can make Progress yourself. Now I need to get back to finding fitting music and soundeffects.

Monmusu Curse!

Dev:

cursedev

+ Enemy debuff visual is now clearer and updated, player debuff visual in the inventory updated a little. Better but still rough on the edges about color contrast and clutter so it's anything but final. Also it now again shows what changes to your debuff levels next "tick".
+ Working on music and experimenting/learning, I have a new track but I haven't put it in the game yet as I'm deciding what to do with it. I did manage to shove a load of extra instrument samples into LMMS though.
+ I'm part-way through doing the first actual content's art which will be some interactions between enemies and players, but not full-on sex scenes or anything. I'm going to make them oval-shaped and fit them on top of this bigger oval but right now I only have the ideas, the frame and a sketch.
+ Couple of small additions/changes to shop (Blazier with slight lighting, starting on shopkeeper's sprite, lazy modulate to darken the map, ambience). It reds out items you can't afford.
+ Other ambient sounds. Still experimental, if it clashes with music or just sounds too real-worldy/distracting I might just not have it at all.

Deadland 4000

Dev:

kcfos

Tools:

Unity

Web:

kcfos.itch.io/deadland4000

An enemy’s vision stat will now represent how far they can see in cardinal directions (diagonal directions will reach slightly less). All enemies have had their vision updated to be around their actual view distance before.

Added noise: Certain things will create noise. Enemies that hear noise will move towards the source, then continue wandering if they can’t find anything.

Currently these weapons create noise: Revolver, Gatling gun, laser cannon, ray gun, Winchester, Flamethrower

Added 5 new mutations to the pool:
Teleportis: %3 to randomly blink nearby every turn
Psychotic Rage: %1 to go berserk for 10 turns every turn
Screaming urges: %3 to shout, creating a noise every turn
Arboreal Transmutation: %1 to turn into a tree for 10 turns every turn
Unstable Evolution: Gain 1 radiation every 60 turns.

When in tree form you will now gain .5 food a turn in sunlight, equivalent to 2 photosynthesis perks.
Photosynthesis has been moved from the mutation pool into the perk pool, it can now be gotten from tomes of experience
Magnet ring chance to generate bullets lowered to %3 from %5.
Fixed a bug where multiple magnet rings weren’t stacking.
Cigarettes now always provide an instant speed action after 10 turns, rather than having a %10 chance each turn.
Experiment now starts with cigarettes
Enemies will no longer show their visible tiles until they’re examined. This is to try and reduce visual clutter. This can be reverted by toggling the ‘Show enemy vision’ option in the pause menu.
Perks, mutations and statuses are now color coded

Fixed a bug where clicking on an item to use it would break casting control
Fixed a bug where after choosing an option in the discovery window, the game would still consider the cell clicked as being currently hovered over. This also broke casting control
Fixed a bug where the player would continue berserking even in death

CTI

Dev:

ctidev

Tools:

love2d

+ added friction to hero movement so it doesn't feel as abrupt to move anymore
+ animations & sound effects: pellet eating, death (wip)
+ play/die loop, proper cleanup
+ basic perf/load testing w/ zero optimizations so far. looks like i can get by a bit more without worrying there

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

+ hero health bar
+ better gamepad leftstick control (slow movement is nice now)
+ better menus ("returning" from options for example is easier now)
+ WIP large arenas made up of smaller sections instead of one giant map per level

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Chase AI follows enemy ships, not AI points now.
+ Redid some of Pyrona’s quest to be capable of handling crazy players.
+ Fixed issue where mimics could be detected always.
+ Fixed issue where things would softlock during ship customization.
+ Fixed issue where some quests wouldn’t complete right.
+ Fixed issue where waypoint pathing would end early.
+ Fixed a memory leak caused by asteroid systems.
+ Fixed some quest bugs.
+ Implemented much better decal systems.
+ Added more functionality to some generic objects, to prevent bugs.
+ Changed graphics on nebula items to look better.
+ Changed some nebulas to be less bright.
+ Extended the functionality of some garbage grinder objects.
+ Began yet another refactor of how the ship customization and decal system works.
+ Added more quests.
+ Redid the graphics and scaling in a remote edge system.
+ Fixed some other errors that I forget about.
+ Fixed issue where wormhole failures were malfunctioning.
+ Transfers into systems with nebulas are instant colorized or something.
+ Avoidance zones now apply as tracking spheres on larger ships.
+ Fixed issue where quest lost its entries.
+ Fixed multiple issues related to docking.
+ Fixed issue where the game would decide to completely rename you.
+ Fixed some misnamed gates.
+ Doubled the range of manual docking.
+ Textured more bosses.
+ Fixed an issue where players could dock with ambient battleships.
+ Added functionality to wipe out player’s exploration progress, for testing.