May 2022 (Week 1)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ UI work continues.
+ Sidebar designs and variants are basically all finalized.
+ All displayable strings and tags in-game now pass through a huge csv
- This allows us to quickly add in and switch between languages in the future.
+ Tagging system is more or less set, just need the sidebar menu to test how well sorting and filtering works.
+ New Music viz released here: youtu.be/aedIU1tqt-s
+ YouTube channel soundtrack playlist is here: youtube.com/watch?v=P_pcpkLOldI&list=PLiGizc0ysx7h4_E094ete7877eo8PSN1w
+ Version 0.052 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

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Made it 3D
+ The sphere thing actually works
+ AI doesn't know it's in a 3D game
+ Alarm sounds play when AI ships target the player
- AI needs a lot of tuning for combat
- Visual novel stuff doesn't work right now
- Integrated map editor doesn't work right now
- I need to remake basically every mesh

Stealth Vacation Escape

Dev:

spirit toaster

Tools:

unreal, blender, mspaint, notepad

upgrading models to ps2, zoomed camera in, experimenting with different control schemes. fuck retopology.

Blastonier

Dev:

Narcitheus

Tools:

Unity, Inkscape, LMMS

Web:

narcitheus.itch.io

+ doubled the amount of music
+ fixed issue with moving blocks
+ hopefully fixed physics issue

+ added particles on collision

+ added smoke particles when you shoot

TD2S

Dev:

kurt

Tools:

haxe, webGL, knockoutJS

Web:

kurt-c0caine.itch.io/td2s

+ Added pause if the game becomes defocused
+ Fixed ship locking moving in one direction
+ Added different gun colors to differentiate between them easier
+ Added gun switch sound
+ Added downgrading modifiers
+ Added highlighting to containers that modifiers can be dropped into
+ Added messages about getting extra modifier as rewards
- I think I'm ready for demo day now, finally

+ Added a ton of small fixes and changes for the demo day(fixed message text alignment, new particle effects for bubbles, mine layer's eye now looks at the player, etc.)
+ Submitted the game for demo day

Monmusu Curse!

Dev:

cursedev

+ Uploaded to demoday, but I need to sleep and there are some really, really bad bugs (Like on the released version talking to the pink girl just straight-up crashes the game that I've now fixed, also there's something the fox-girls can do that crashes the game too) so I don't recommend it.
+ Obstructions actually finished, they actually block you and are surprisingly less annoying that I'd think.
+ Enemies drop the map now. Also updated the 'money' pickup art, there's a small and big version (the crystals)
+ Can spawn multiple fox-girls now. Enemies can get rank ups and they usually get way more annoying after 2 of them.
+ Added a decay mechanic so you lose small amounts of health on every move. Not like hitting 0 does anything right now.
+ Added two 'zones' (Sunset, Night) which are mostly palette swaps but at least makes you feel like you've gotten somewhere. Consider them placeholders.

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Worked on more space dungeons.
+ Added forcefield stuff.
+ Textured remaining weapon platforms.
+ Added some new mines.
+ Textured customization rooms.
+ Finished all space dungeons.
+ Did a bit of work on backer bosses.
+ Trying to overwrite saves displays as such.
+ Modularized dodging effects and gave each shipline its own dodge graphics.
+ Fixed issue with ships records, selling, etc.
+ Stations now reflect stormeye costs.
+ Equipment and ships at higher tiers now cost stormeyes.
+ Fixed issue where ships wouldn’t spawn with the right stats.
+ Did up all the decal system and stuff.
+ Packaged and built things for system.
+ Fixed some shield overriding errors.
+ Fixed some conversation duplication errors.
+ Fixed issue where nebulas were fucky at the start.
+ Fixed a bug where NPC pilot settings wouldn’t apply.
+ Fixed issue where entering a second to last laneline or a wrong lane would cause weird shit.
+ Fixed issue where conversation played that shouldn’t.
+ Refactored a bunch of navmap stuff to make it easier to work with.
+ Modeled out some unique equipment because I’m bored.
+ Wrote some dialogue for party members.

55 Days

Tools:

Godot

Web:

gorridev.itch.io/55days

- added new game mode
- added levels 5 to 8
- reworked line system
- added different line sprites for clarity
- added sprite indicating line direction
- added scrollrate option
- changed mover area color and line color to indicate movement options
- added militia leader (2 versions)
- lots of bugfixes
- added options to pause menu
- added hotkeys for selection UI (q|e)
- added new Main Menu art
- added new UI theme
- added tutorial
- added controls quick guide on the main menu

- Fixed the game handling different resolutions poorly (I think)
- Made some UI elements bigger
- Added a bigger UI theme for fullscreen mode
- Added an icon to garrisons for better visibility
- Lowered the first speed upgrade cost to 50

- improved moving system

Alien Combat Training Simulator

Dev:

DanDev

Tools:

Unity

Web:

dsilvert.itch.io/alien-combat-training-simulator

+ Waves are now defined in a csv file
+ Wave titles also loaded from csv
+ alternate debug csv can be used for testing
+ Bonus waves that replay the original waves with extra enemies
- UI layout issues due to bonus waves
- Remaining boss indicator now doesn't make sense when the wave name is "Boss" as well

Deadeye Deepfake Simulacrum

Dev:

nodayshalleraseyou

+ Added ability to 'curse' refill stations so that they debuff enemies (and yourself) on use.
+ Updated lighting and floor render stuff so that colors are less washed out than before.
+ Lots of UI optimization. Still more to do but it should make a big difference on toasters.
+ Enemies now alerted by friendly gunfire. Previously disabled due to now resolved performance issues. Guns are about half as loud to compensate for this.
+ New visual effect when enemies fail to call for help.
+ Finished a big new level for the closed beta.