June 2022 (Week 1)

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Star system layouts are now stored in files and loaded on demand
+ While in flight, pressing J warps to other nearby star systems
+ Camera zoom level persists across scene transitions
+ Pressing backtick pauses gameplay and opens the in-game editor
+ Positions of star systems on galaxy map can be edited live
- Can't yet rename things or save changes
- Sometimes the editor fucks up the ship camera

Strandships

Dev:

Nebulous

Tools:

Javascript, PIXI.js, Jquery-UI

Web:

strandships.tumblr.com

+ Added events that you have to send ships to to activate
+ Dialogs with multiple options, multiple levels, and arbitrary actions
+ Created a Distress Signal event and a negotiation event when you reach the home base of the local mafia

+ Ships now sway to make it easier to see how many you have
+ Game runs in the background
+ Stop showing ugly placeholders for buildings unless they have no sprite
+ Latter half of tutorial missions WIP
+ Some checks to make sure the player doesn't destroy key items and get stuck

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.
+ More complex tabs were moved to a new ledger menu.
+ All those menus, except for the full-screen map are implemented.
+ The ledger menu will be larger and expandable in future.
+ The tech tree menu is now up and running.
+ The tech tree reads from an Excel spreadsheet so is highly customizable.
+ We've imported fontawesome icons into the game, so there are now a whole bunch of nice little icons available for UI.
+ A "not_found_translation.csv" was added to remind me text fields that I forgot to fill out. Very useful for UI debugging.
+ We can now add borders and stuff around UI elements.
+ The "Live feed" window on the bottom will likely be scrapped.
- I had wanted to display both unit portraits and kill cams down there, but both are tedious and extraneous.
+ New Music viz released here: youtu.be/_OP5iENA7WI
+ 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

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added system for constructing new items from records.
+ Added first bits of modifying existing ships via records.
+ Worked on some armor and accessory models.
+ Fixed up a bunch of vignettes and tested them.
+ Developer console can now teleport to a specific area based on the name you input.
+ Fixed some texture and coloring errors in fields.
+ Beam firers can now override shooty settings for audio and stopping on solars.
+ Optimized several nebulas.
+ Changed some nebula spawnpoints for less fuckiness.
+ Ship headlights now deactivate effects when needed.
+ Added new audio for ambiences and big kapewers.
+ Large solars can now work off tags.
+ Player knowledge can function off gameobject names.
+ Fixed issue with some space monsters.
+ Fixed issues where inputfields were fucky.
+ Fixed issue with the space pillar race.
+ Fixed issues with the great dish attacker.
+ Fixed several issues with the first person player controller.
+ Second campaign mission can now fail if you fail to scan the ships in time.
+ Guns can be deactivated via keycommand now.
+ Added some more robust controls to global command stuff.
+ Fixed a bunch of various quest issues.
+ Added some exception catchers for bodyparts, global settings, etc.
+ Added factional rep control commands.
+ Fixed stupid issue with subsplosions.
+ Added some catches to prevent shipdealing bugs.
+ Added a conversation flag that prevents duplicate conversations from playing.

TD2S

Dev:

kurt

Tools:

haxe, webGL, knockoutJS

Web:

kurt-c0caine.itch.io/td2s

+ Changed portal particle effects
+ Rebalanced mine layers
+ Started working on weapon test mode