July 2022 (Week 1)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Next version is tile and map focused
+ 3D tiles more or less finalized, more tile textures for more tile types continues
+ Seamless tile textures are implemented
+ Seamless tile texture transitions are also in (pic)
- Some restrictions in how many different types of tiles can exist in a single chunk of the map, which is 15x15 tiles
- If there are too many types of tile textures in a chunk, a checker marks it out with red boxes in the map editor
+ Map genration now uses QGIS, which can output heightmaps and roadmaps at the correct scale. This reduces many processing steps
+ Roadmaps from QGIS are pixel-perfect but still require some processing and additional functions in map generation before they can be used
- Map generation using tangram heightmapper and literal screen grabs of Google maps roads has been binned
+ With batch processing, generation of base maps for all landmasses on Earth is achievable
- Currently have 316 maps in the docket, ready for further processing and testing
+ Now that tiles are a little more fleshed out, work for specific biomes can begin
+ Automatic node generation is in the works. These will help the AI navigate as well as automatically set start positions, resources, and map exit points
+ Lots of changes to the data editor with regards to the tile data
+ YouTube channel soundtrack playlist is here: youtube.com/watch?v=P_pcpkLOldI&list=PLiGizc0ysx7h4_E094ete7877eo8PSN1w
+ Version 0.06 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

Skylarks

Dev:

Mako

Tools:

Bevy

Web:

mako.itch.io/skylarks

+ Changing port properties in the in-game editor now propagates to existing copies
+ Different star systems can now have different asteroid populations
+ VN scripts and star systems can specify custom music
+ Music can change within a script
+ Spaceports are implemented just enough so you can dock and leave again
+ Scene transitions now include a loading screen in case of potato
+ Lots of scene transition bugs fixed (no more starfield overloads)
+ Player can now manually select a spaceport to dock at
+ Added bleep sounds and console messages when changing nav targets
- I seem to have some weird physics glitches to hunt down

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Made more quests.
+ Station activators can proc normal non-station activators now.
+ Changed some station activator logic.
+ Created fade in fade out basic items for station effects.
+ Created puzzle shifters for things.
+ Train travel can now have Events happen.
+ Entering stations with non-system names will reflect this in the readout.
+ Modeled out some more cockpits.
+ Modeled some basic interior stuff.
+ Added missing cockpit tech to ships.
+ Fixed some issues relating to trader UI stuff.
+ Dropped equipment can now be from a list.
+ Dropped equipment can now factor in player’s salvage skill.
+ Station NPCs can now predetermine bodypart lists, saving me some time.

Trashlands

Dev:

Vladark

Tools:

UE4

+ Started Project
+ Enterable Buildings
+ Can talk to NPCs
+ Started Combat
+ Animated Water Done
+ Most art by Dall-E Mini

Monmusu Curse!

Dev:

cursedev

+ After feedback, my current/new plan is to work on the game in four discrete steps: Intro work, then mechanics rework, then actual content, then the actual intensive player testing. So most of my work is going to be just on the intro right now.
+ To keep with the theme of starting things simple, I'm only having the one character introduced at the start and decommissioning the others until later. Half-way through the design on that. Also handled the intro scriptwriting after many scraps and re-tries and some of the art to go with the intro and actual first versions of color picking and name picking (and a removal of the old bloated color system). This means I can start stripping away from the start menu and start packing things into the actual game. Also did backgrounds for intro and game over.
+ While the gallery/home and associated material and the home area are now mostly done, I'm going to be making more fixed scenes for the intro including some actual preset levels with actual goals and win conditions to them. The intro levels will handle the core mechanics and then I'll decide what I'm doing with the rest of the mess after.

TD2S

Dev:

kurt

Tools:

haxe, webGL, knockoutJS

Web:

kurt-c0caine.itch.io/td2s

+ Added new modifier that creates AOE explosions
+ Improved enemy explode effect
+ Add preview on enemy spawn points
+ BRE bullets are now animated.