July 2022 (Week 2)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ 3D tiles with seamless textures are in
+ Textures transition seamlessly
+ Texture LoD is in
+ Water is in, can be animated and can also transition seamlessly between different types of water
- Looks weird and is way too bright, will tweak later.
+ New grass and tile-linked objects are in.
- Grass is too dark and blurred for some reason will tweak later.
+ Lots of changes to the tile data structure to support the new texture, water, and grass systems.
+ Hammered out how tile decals work, which will be helpful for road generation.
+ Exploring what types of tiles are needed for certain biomes for map generation.
+ Really trying to solve road generation using raster maps extracted from QGIS and Open Street Maps.
+ 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

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Worked on more sidequests.
+ Station rooms can have warp overrides and execute code upon entry.
+ Added generic veiler character stuff.
+ Persistence nodes can execute code now.
+ Created forward cannon subsystems.
+ Beam weapons can now have multiple sound settings.
+ Began to expand sound list.
+ Stations can have custom leave nodes now.
+ Implemented tons of dialogue because I’m lazy.
+ Added a cloak conditional to the conditional system.
+ Added station indicators.

TD2S

Dev:

kurt

Tools:

haxe, webGL, knockoutJS

Web:

kurt-c0caine.itch.io/td2s

+ Added modifier sorting
+ Added upgrading/exchanging all modifiers in the inventory
+ Improved bubbler's bubbles shooting pattern
+ Added knockback to explosions
+ Nerfed explosions so that they have negative armour penetration closer to their area's edges
+ Started working on new enemy