April 2022 (Week 1)

Monmusu Curse!

Dev:

cursedev

+ Tweaked and exported previous music file, probably to be slapped in for the later earlygame stages or get replaced once I'm better.
+ Reworked player character's eye and face sprites. That's maybe 1/3 of the character revised.
+ 3x3 obstruction tile and 2x 1x1 background tiles and 2x2 obstruction repeating tile all now finished. 2x2 obstruction tiles now spawn, have a preference to be lower to the ground and in open space. I'm planning on using the 3x3 to hide items behind so you have to at least put a bit of effort in to get those chests. 1x1 background tiles are just aesthetics, I need to add more.
+ Obstruction tiles can be damaged, having a leaf effect blowing away from the attacker with force depending on damage. Takes multiple hits from multi-space-hit attacks, has a status for being hit once (slightly damaged) and being hit twice (broken) and a shake effect. Currently deciding between if obstruction tiles outright block movement or just drain energy/deal damage for walking through them.

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Restored multiplayer
+ Fixed particle system
+ Fixed some problems with the release packaging tool
- Re-uploaded version 0.05 right after launch because of crashes. Ooops
+ ImGui switchover nearly complete for main menu, map editor and particle editor. This is for version 0.06
+ Fixed a huge bug with having different font sizes for the same elements in ImGui.
+ Revisited map generation. Streamlined and automated part of the process. (image)
- Now its very easy to acquire a series of standard-scale map images based on longitude and latitude.
- Automated the process to process and generate heightmaps and basic tilemaps.
+ Still need to draw roads in for now, but I'd like to automate that in future as well.
+ Buildings placement is something I'd like to partially automate in future as well. The goal is to generate as much of the map from real-world data as possible.
+ Added resulting 6 maps for the island of Crete into the game. All 4 player maps, except for the far eastern tip of Crete, which is only 3 player.
+ Added night tracks, as well as faction-specific chill and battle tracks to the game for a total of 9 new tracks of music.
+ Version 0.051, with restored multipalyer, new maps, and new music, will likely come out in the next few hours.
+ Version 0.05 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

Deadland 4000

Dev:

kcfos

Tools:

Unity

Web:

kcfos.itch.io/deadland4000

+ wild biomes now generate rock formations similar to water
+ wild biomes now have sub terrain tiles, giving them some more detail
+ Added a new vault, the freezer
+ structures now are now soft revealed and hard revealed correctly
+ Added stun stick, a melee that electrocutes every 6 attacks

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Textured generic floaty robot faces.
+ Fixed rendering and mesh errors in the Gravecity system.
+ Fixed various quest issues in places.
+ Redid and fixed some issues in Dead Argon.
+ Renamed some misnamed lanelines.
+ Began reworking the girder thingies for big scrap pieces.
+ Fully replaced scrap girder pieces.
+ Books can execute scripts now.
+ Worked on more quests.
+ Modeled out some secret vignette fighters.
+ Execution trackers can be constantly checking now.
+ Redid space egg meshes.