March 2022 (Week 5)

CTI

Dev:

ctidev

Tools:

love2d

+ multiple arenas/rooms per game/level + camera adjustments to accommodate this
+ collision detection improvements
+ itch.io page (draft) and initial deployment of "web" edition there. will publish once i have some playable thing
+ sad trombone on hero's death

slow progress better than no progress. good night frens

Monmusu Curse!

Dev:

cursedev

+ Keyboard controls now work sufficiently for regular play (but do not have a cursor for navigating menus yet)
+ I'm still fucking around with the MC model on the side so WIP re-do of face/eyes/expressions (which I also needed to do because I had expressions rigged up wrong before) but at least I got the other arm pose done.
+ When you leave/enter a scene, the screen scrolls hard to the right to give a feeling of progression forwards rather than just teleporting between locations.
+ Added bridges that spawn.
+ Almost done with the art for destructible/obstructing (and some slight background) foliage. I may be making a movement towards a stamina-based system like you get in Motherlode, so getting around/through obstructions is likely gonna be important and I may make some enemies be able to go through the foliage.
+ I fucked around with different colors and nothing much came of it, but I think the darker colors could go well with a sunset map if I make that the 'second stage area'.
+ Fuck leaves.

55 Days

Tools:

Godot

Web:

gorridev.itch.io/55days

+ added on-screen warning to show direction of incoming waves
+ added mouse panning
+ moved all on-map buttons to the UI
+ removed the option to control officers
+ added Jumbo to the game
+ added endless mode
+ added easy mode
+ added "ready up" button to start the first wave when the player wants
+ added another level (way easier, meant as an introduction to the game)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ VERSION 0.05 RELEASED
+ Weapons graphics, particles and light added
+ Weapon munitions now operate in full 3d space
+ Aircraft, Helicopters, Airfields and Helipads added
+ Some additional QoL functions added, like allowing the camera to lock onto a unit
+ Terrain flattening for building construction added, allowing construction on moderately uneven terrain
+ More mouse cursors added
+ Filled out more of the tech tree, added a full roster of infantry types
+ Added healing and repair functions to units
- Currently, multiplayer features have yet to be restored, this will be done in the upcoming patch, 0.051
- Work for version 0.06, which is a UI overhaul, began work like 2 weeks ago.
+ Check out the full 0.05 release post here: balancedbreakfast.itch.io/bombs-and-bullets/devlog/363483/bombs-and-bullets-version-005-released
+ 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

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Created and finished more boss textures.
+ Title screen loads now display proper playtime.
+ Pirate NPCs now go hostile under more specific conditions that are reflected in the UI.
+ Fixed bug where player could skip the shakedown portion of assassination missions.
+ Fixed some rendering errors in deep space.
+ Redid some deep space skyboxes.
+ Created the basics of some missing bosses.
+ Fixed some issues with Hardturn’s gate not appearing.
+ Added some more quests.
+ Created a system to direct the player to ancient knowledge when seeking out lost structures.
+ Fixed issues with some vignettes.
+ Fixed issue where higher level gunboats couldn’t splode.
+ Added way for NPCs to equip items well above their hardpoint grade.
+ Hooked up broken items to non-broken items.
+ Redid some of the capital system stuff.

Homelette

Dev:

Untailo

Tools:

Godot

Web:

untailo.itch.io/homelette

New camera and aiming system using either your mouse or your controller stick or your keyboard if you're a mad man
Magic colored objects that appear when you activate a switch of the same color and go back to their spawn when you deactivate them
New levels (unfinished here)
Still didn't change the portraits
What do you mean the recap isn't monthly?

TD2S

Dev:

kurt

Tools:

haxe, webGL, knockoutJS

Web:

kurt-c0caine.itch.io/td2s

+ Started working on drag 'n' dropping modifiers
+ Changed gun crafting: modifiers now have different costs, guns can have the cost of max. 12 each
+ Added modifiers giving status effects to enemies, currently 3 implemented: burn - deal damage over time, acid - reduces enemy armour, freeze - slows enemy speed, firerate, etc.
+ Added a modifier allowing shooting enemy bullets down
+ Rebalances
+ Bug fixes
- Wow, I don't even remember when I posted last time, in November probably, was really busy, but now I have time to work on the game again.