April 2022 (Week 3)

TD2S

Dev:

kurt

Tools:

haxe, webGL, knockoutJS

Web:

kurt-c0caine.itch.io/td2s

+ Added (finally) drag and drop to inventory management
+ Rebalances
+ Fixed some CSS bugs
- Also I didn't know that the recap is case-sensitive

+ Added a new enemy type, which loiters around and lays mines. Mines can be triggered by collision, fire or colliding with their detection field.

+ UI improvements: added green arrows to show where you modifier will be dropped(only to guns though, cause that's where their order matters).
+ Added gun selection via number keys.
+ Tweaked the level generation system to make it less random.
+ Rebalances to mine layers.
+ Update the game on itch.io: https://kurt-c0caine.itch.io/td2s

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Mainly focused on UI implementation now.
+ Sidebar design largely finalized (see pic). Feedback is appreciated.
+ The Zeplin UI workflow is working well, all variables and icons have detailed comments ready for implementation.
+ New tagging system is being implemented, in future we may begin to hook on more and more functions onto it.
- There is a bug in version 0.051 that prevents new players from running it. This will be fixed with a new release this week or the next.
- This bug theoretically should be fixable by just installing and running the previous version 0.04, and then playing version 0.051.
+ In the meantime, also going to release some music visualizations on the YouTube channel, here: youtube.com/channel/UCiNBYy5LcJiu5ywcUGVwaxw/videos
+ 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

Monmusu Curse!

Dev:

cursedev

+ Finished the clip that I posted last week assuming I don't do more than one frame. In any case, I'm now set up to do all the other art that re-uses half of this. There's the fox-ears variant as well but I'm just putting the horns up because it's better than the last time I did horns.
+ That's it, really. I'm back from vacation and I've sort of learned to use the tablet for drawing so I can make progress away from home. Also did a lot of little code fixes that were clogging up my to-do list and cleaned it up; I've made a summary of things I need to get done before demoday and hopefully I'll get to showcase all the changes/fixes/improvements then.

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Fixed issue with solar dock restrictions not working.
+ Reworked mimics a bit to have more general tech for non-animated mimicstyle bosses, including distance based activation and playable particle effects.
+ Replaced the space sword with a better model and some more stuff.
+ Redid the space missile.
+ Fixed issue where skyboxes couldn’t be defined elsewhere.
+ Fixed respawning issue.
+ Added color variations for shield disruptions.
+ Worked on more tilesets.
+ Finished creating all tileable textures.
+ Finished all tilesets and integrated them for construction into the game proper.
+ Rotators can now slow down if a boy gets blown up.
+ Added animated door scripts with opening logic.
+ Textured Hausher and Gatebuilder tradelanes.
+ Redid graphics in gatebuilder systems and replaced tradelanes.
+ Redid graphics in Shipstar to fit new things.
+ Refactored and animated showboater gates.
+ Animated robots.

Pulp Tale

Dev:

pulp dev

Tools:

godot, aseprite, gimp, fl studio

made crappy run, walk, and idle anims, made crappy status menu, made crappy dialogue subtitles show
maybe enough for tonight

Stealth Vacation Escape

Dev:

spirit toaster

Tools:

unreal, blender, mspaint, notepad

basic punch combo, rolling, target aiming, free aiming, reloading, wall press, crouch and crawling, falling detection code. reworked skellyton to do root motion for hanging off shit (next hurdle). some animation transitions are janky af for some reason