July 2022 (Week 3)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Water height-based rendering added, shallow water, nearer to the shore, is more transparent, while deeper water, is more opaque. (pic)
+ Multiple types of water can exist on a single map (pic)
- however, due to rendering issues, two different types of water textures can not be adjacent because there can't be transition.
+ Props (which are 2D) can now rest in water (a 3d plane) and be correctly obscured by each other (pic)
+ Tiles and water will have metalness and smoothness values (not textures) added. They have color and normal textures.
+ Tile props, which is grass at the moment, has been fixed and can co-exist with water. (pic)
- Yes, the current grass is ugly, that will be fixed once the workload tapers off a bit.
+ Tile height-based tinting added. (pic)
+ Basic functionality for tile decals added. This will be used for roads, blood, craters and other things (pic)
+ Map nodes, which players and AI will fight over and interact with, have been created.
+ Map node batch import function added.
+ Stat editor updated to accommodate these various editions.
+ Road tile generation workflow has been completed.
+ Road tile decal work has begun.
+ 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.
+ 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

+ Implemented keyframe interpolation for the loading screen animation
+ Tweaked the animation a bunch to make it a little more interesting
+ More debugging and refactoring
+ Replaced some DD44 tutorial stuff with more general-purpose story flags
+ Started working on Steam Deck support

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Worked on more sidequests.
+ Implemented all dialogue for sidequests.
+ Added new system for swapping windows in comms UI, to make it easier on myself.
+ Turned game constants into an easily fuckable table.
+ Turned game keys into an easily fuckable table.
+ Mods now based off of json files.
+ Players can now fully modify game and physics constants.
+ Players can now make mods.
+ Wrote some more party member dialogue.
+ Triggers in dialogue boxes can wait until the end of the box.
+ Script activators can activate and better control ships
+ Group activators can have delays.
+ Added basic controllers for arena and racing minigames.
+ Added more controls to solar comm options.

FigiClicker

Dev:

Narcitheus

Tools:

Unity, LMMS, Krita

Web:

narcitheus.itch.io

+ added code for changing backgrounds
+ added store
+ added click and drag for buttons