June 2022 (Week 3)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ In-game UI, game room UI and map select UI are done, testing begins.
+ World map select screen version 1 is done. The player can select any available real-world map from this menu.
- The world map is composed of 1 pic for x1 zoom, 36 pics for x6 zoom, and 1296 pics for x36 zoom. 400 potential maps at the x36 zoom level. (see pic)
- Technically, the maxmum amount of real-world maps is 259200. Obviously, most of that is ocean and wilderness and I won't be adding them all any time soon.
+ Streamlined and semi-automated the workflow to output the heightmap and tilemap necessary to generate in-game maps.
+ Game maps linked to the world map can now have a custom 'display name' and 'details' section.
+ Work to make the tiles 3D in-game begins. Previously, they were a bunch of 2D frames of a 3D model.
- This is being done because the previous method was particularly resource-intensive and having static 3D objects in Love2D is not prohibitively complicated to do.
- For those intersted in using our 3D Model Renderer in Love2D, it is available here: github.com/xiejiangzhi/model_renderer
+ New track released this week, first track for the US faction: youtu.be/aT11Ff_3vcw
+ 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
- For those that would like to use the AGDG recap, its here: recap.agdg.io

C-Dogs SDL

Dev:

anon

Tools:

C, SDL2, Blender, Gimp, Audacity

Web:

cxong.github.io/cdogs-sdl

Add backpack powerup (small amounts of all ammo types)
Fix gas bomb poison effect lasting forever
New release

Monmusu Curse!

Dev:

cursedev

+ Implemented new backgrounds for the first time since the start of development. They're still all WIP so you might notice things that don't look right, and there are some details missing.
+ Map gen changes. Maps are now 'downhill' and their size depends a lot more on if you take a path with increased map size / what area you're in.
+ Various fixes, extra bits of art, faffing around with intro writing, status screen now shows what corruptions are on the player.

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Added in-game ship stat editing
+ Salvaged and reworked some old ship designs (pic related)
+ Worked on procedural shaders for planet models
+ Got some amazing advice on cleaning up orchestral arrangements
- Ships need retopo/baking and I don't know what I'm doing
- Editing ship stats doesn't yet update ships that are already spawned

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Updated and added new bosses.
+ Scripted the first draft of every ambient boss.
+ Exploders can now steal credits.
+ Blackholes, player cloners, and damaging fields can now be deactivated, particularly by storm hazards.
+ Stormhazards can track fighter squadrons.
+ Added a growth object for space hazards.
+ Fire and forgetters can use settings now to override things.
+ Added regional color settings to save me lots of time.
+ Beam firers can override beam graphics.
+ Explosion Effects can become bigem lasers.
+ Ghost ships now pull their names much better from a list of things.
+ Ghost ships can now override attack settings.
+ Regions can also now define ship designations.

Deadland 4000

Dev:

kcfos

Tools:

Unity

Web:

kcfos.itch.io/deadland4000

>added 3 new mutations:
>Ghoulform: Can’t regenerate health over time. +%40 melee lifesteal. Don’t get hungry.
>Ratform: -3 vision during the day. Sense Food.
>Frogform: Take .5 damage per turn in the sun. Can swim in water. Ignore the effects of rain and acid rain.