June 2022 (Week 4)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ UI work largely complete
+ World map map selection
+ Testing for version 0.06 is ongoing. Lots of bugs found, lots of bugs fixed.
+ tilemap generation from heightmap and heightmap workflow cleanup improved.
+ roadmap extraction from Google Maps explored and matched with the heightmaps.
+ 3D tiles inserted into game
+ 3D / 2D scaling issue fixed
+ Texture-swapping for tiles works, we only need 6 standard objs for all tiles
+ Exploring how to get seamless textures to transition between multiple tiles
- For those interested 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 Russian faction: youtu.be/WhwonkWmUf8
+ 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

Spooky Church

Tools:

Godot, Blender

+ made church level
+ added flashlight sway

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Overhauled the way identifiers are assigned to assets
+ Rewrote and debugged all editor code that modifies assets
+ Replaced some hard-coded stuff with config fields
+ Selecting a ship class lets you edit more details
+ New "cohort" asset type for managing spawn tables
+ Cohort editor allows adding/removing base classes, changing spawn frequencies, and adding weapons
- Scene cleanup code is broken so if you warp around a couple times you get zillions of stars and the game CHUGS

Monmusu Curse!

Dev:

cursedev

+ Made a map editor for saving and loading preset maps. Not very interesting and missing the update tilemap region call but I can't post the new tits without getting kicked off the board.
+ Some slight art updates such as more detail on the ram corruption and backgrounds properly finished now including foreground effects. Updates scenes with some slight extra effects.
+ Bust size 4 now fully supported including its own top because by god will the old outfit not fit that chest. Bunch of other art projects started like tree update or an update to menu buttons.
+ Milk jug appears. Ore appears. Ore is saved to one of three binary save files now along with player name/details, separate from the config cfg file. The jug is a destructible object that can provide food.
+ One exported music piece and more experimental/half-done music pieces. It's getting better, just I don't practice it often enough.

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Fire and forgettors and ghost ships can now control position settings.
+ Damaging fields can have cruise multipliers.
+ Proximity explosives have overrides now too.
+ Ghost ships can override proximity explosives.
+ Created a ton of new hazards for storms.
+ Fixed issue where fog was affecting my shader.
+ Boss collections can turn ships hostile.
+ Implemented every non-boss hazard for storms.
+ Greatly expanded ghost ships.
+ Updated every storm possible with the list of possible hazards.
+ Added a fillmap command to the dev console.
+ Adjust storm growth rates and similar to be much more aggressive.
+ Extended some map functionality to other bits.
+ Added some more UI backgrounds.
+ Added some small bits of trading UI functionality.
+ Bodypart renderer replacements can have better mesh replacement functionality.
+ Fixed some small issues.
+ Added debris to every ambient battleship.
+ Ticker Harvesters can now explode properly
+ Fixed some rendering issues with big exploders.
+ Added the first drafts of tons of bosses.
+ Forcefields can be controlled via other script stuff now.
+ Emission and phase controllers can set the index of the material they own.
+ Rematerialized BOB a bit to have better resolution on his glowery bits.
+ Redid how range extenders work.
+ Proximity sensors can have sub-colliders now.
+ Added new kinds of trigger box colliders.
+ Fixed some minor issues with beam weapons and audio overrides.
+ Dissolve controllers can have multiple renderers.
+ Orbital items can be flat, akin to some other fields.
+ Finished the first drafts of all bosses.
+ Hydrix’s wormholes now have lights and audio to indicate if they’re getting near you.

TD2S

Dev:

kurt

Tools:

haxe, webGL, knockoutJS

Web:

kurt-c0caine.itch.io/td2s

+ More rebalancing
+ Added a health bar
+ Player ship trail now changes color based on hp