April 2022 (Week 2)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Mainly focused on UI implementation now.
- Entering UI hell.
+ New sidebar design is being fleshed out, currently, only the middle tabbed portion is done in detail (pic)
- the top minimap and bottom live feed / unit portraits are mockups for now and will come later.
+ Trying out Zeplin UI workflow. UI is being done using art boards in Photoshop.
- Never have done UI for real before.
+ Added new entity tagging system to support the UI, the tags are filterable and searchable, aiding in the display of information.
+ Research into map scale is done for now, the workflow for terrain map production is done, roadmaps have yet to begin.
+ Version 0.051 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 Sprites for Japanese soldiers & officers
- Added audio
- Added audio options
- Added 2 levels
- Added a Ticker/Notification system
- minor sprite fixes

Monmusu Curse!

Dev:

cursedev

+ For this week and following weeks I should hopefully not have much to post because I should be working on art, which I'm slow at. I'm doing the first actual CGs which won't interrupt gameplay and will just be small interactions corresponding to less important events. It's dark around the edges because it was supposed to only fit in the oval and the lines are a mess because I will be putting every current and future change/cosmetic in (horns, fox-ears shown here). Other games avoid doing that because it's a terrible fucking idea.

CTI

Dev:

ctidev

Tools:

love2d

(more like non-progress)

rewrote everything in typescript (to compile with typescripttolua) because not having types was making things harder than they should be.

i'm basically back at where i was (progress wise) 2 weeks ago, but with a clean code base.

good night bros and sisters

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Rescripted explosions to have tons of variants for big capships.
+ Added tons of tileable textures.
+ Worked on tilesets for dungeons.
+ Redid meshes on certain tradelanes, jumpgates, etc.
+ Redid meshes for some vignettes I wasn’t feeling.
+ Took inventory of all mechanics that need to be applied to points of interest.
+ Worked a bit on adding space dungeons.
+ Hooked up ancient knowledge mechanics to their associated quest.
+ Large shipwrecks can be scanned for money now.