May 2022 (Week 4)

Strandships

Dev:

Nebulous

Tools:

Javascript, PIXI.js, Jquery-UI

Web:

strandships.tumblr.com

I'm back
+ Can ship cargo from Salvage nodes to your chosen planet
+ Stockpile and Salvage UI improvements
+ UI only shows items you've already seen to avoid spoiling the player
+ Lock certain UI elements in the early game until you need them
+ Various minor fixes

Various

Dev:

anonymous

Tools:

Power Automate, OBS

Web:

4chan.org/vg/agdg

+ OBS controlled via Lua script
+ OBS continually record screen in 10 minute intervals
+ PowerAutomate encrypts videos and saves to disk
+ PowerAutomate taking screenshots every 30 seconds (encryption optional)
+ FFMPEG extracting screenshots of pre-existing videos
+ Postman and NodeJS slowly deleting my Twitter history

feels good man, lots of new skills

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ UI work continues
+ Sidebar further redesigned and simplified to better utilize available space. Tabs reduced to 5. (see pic)
+ More complex tabs were moved to a new ledger menu.
+ The ledger menu will be larger and expandable in future.
+ Sidebar will auto-select a tab depending on what type of unit or units the player has selected.
+ Sidebar Select tab's unit icon size doubled, since there's more space now.
+ The game lobby menu was tweaked so that the default faction and map position values wouldn't cause a crash.
+ Added the ability for the game to desaturate images, used for icons in the menus.
+ Units and structures not yet unlocked are displayed in the build menu, but in a separate greyed out section underneath the buildable ones.
+ Replaced minimap zoom buttons with buttons to access the ledger and options menus.
+ New Music viz released here: youtu.be/XFs4QnXV398
+ 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

55 Days

Tools:

Godot

Web:

gorridev.itch.io/55days

- added a flag as the main objective to defend with some HPs
- added suicide button/refund garrison button
- Improved movement system
- Improved spawn system
- speed upgrades now apply to already moving units
- added level 9 with a new gamemode
- added Qing rifleman enemy

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Star systems now have ecliptic planes and all planets, asteroids, etc. are placed on them
+ Ships spawn far away from the player, instead of like ten feet away
+ Replaced lots of hard-coded stuff with runtime-loadable assets
+ Faster and more accurate math for lots of things
+ Improved debugging and logging infrastructure
- Most of my old Blender stuff (pic related) won't load properly in 3.x
- Almost none of it is directly usable as assets anyway

Monmusu Curse!

Dev:

cursedev

+ Procrastinated by adding falling leaf effects.
+ Procrastinated by adding a dumb shader to those dumb pick-up shard things.
+ Procrastinated by adding a dropshadow to enemies and the player.
+ Fixed pathfinding/enemy point disabling (for really real this time)
+ Extra expression on player, ripped clothes art and the cat-girls now rip your clothes off.
+ Mostly finished the second conversation system, including personalized speech bubbles for player + all enemies. Just needs some debugging and a scroll wheel.

Mirrored Soul

+ Everything I do is in the name of Justice, for I am Justice itself. I am the Messiah, Yesdev of Yesdevs, Sovereign of Sovereigns, King of Kings. I shall usher in a new age of Peace and Prosperity for Mankind, should you only wish to follow My teachings. I am God's gift to /agdg/. I am God's gift to the World. I am God.

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Went through systems and made sure scannables worked correctly.
+ Added generic robot race faces.
+ Refactored ship visual system.
+ Added new effects for ship visuals, buffs, etc.
+ Fixed issue where you couldn’t kill yourself.
+ Killing yourself in multiplayer now destroys enemies around you, as a sacrifice thing.
+ Redid tons of cloaking effects and mechanics.
+ Implemented decal tech on all flyable ships.
+ Added fuckloads of new YHUGE explosions for capitalships.
+ Added explosion fuses to some bosses.
+ Added fire fuses to all big ships.
+ Added debris to all large ships.
+ Ship records now take cruise charge time.
+ Debris can now simply work off giant gameobjects instead.
+ Added more death to more bosses.
+ Began redoing some boss mechanics.
+ Added unique dungeon weapons.
+ Wrote and added new scannables for bosses.
+ Wrote and added new scannables for large shipwrecks.
+ Fixed issue with the pirate gunboat’s explosions.
+ Redid the Cahgurine boss to fit new, better mechanics.

TD2S

Dev:

kurt

Tools:

haxe, webGL, knockoutJS

Web:

kurt-c0caine.itch.io/td2s

+ Started working on portals, which are meant to be used to transition to challenge mode/exit weapon test mode, etc. Mainly worked on the graphics but I really don't like how they look, will probably just use particles instead.

Untitled 3D JRPG

Web:

nodev.itch.io/untitled-3d-jrpg

Added a scrollbar text window to the Main Menu so that I can put any relevant information ingame
In the process found a bug in the GUI library source code which I reported to the developer and they fixed it (Yay!)
Fixed all memory leaks in the GUI
Moved FPS counter from the title bar to an overlay in the game window, which can in the future be used to also display other debug information.