August 2022 (Week 1)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Make maker decal import is implemented.
+ Roadmaps can now be resolved and imported as decals has been implemented.
- The implementation of the roadmap resolution means that the road decal tiles will likely need to remade.
- There's a method that literally yields all possible arrangements of the road, so we'll just make all possible variants.
+ Map node import csv now has text portion separated out as a i18n file. This will help with adding languages in future, and mirrors our UI work.
+ Map importer can now read text and data attached to specific nodes.
- Some nodes on maps will have town names and population attached to them, which will affect AI behavior and gameplay in future.
+ Conditions can be set in map node csv so that standard sets of map nodes can be generated for maps.
+ Biomes introduced, a biome is just a standard set of instructions for the heightmap to tilemap generation process.
+ Arctic biome created
+ 316 maps, mostly in the Greenland, Nunavut, Franz Josef Land and Severnaya Zemlya.
- These maps are all desolate arctic maps, so is a good set for a test of map creation nodes, biomes, and batch processing.
+ The massive volume of future maps will require a separate map pack.
+ The core game in future will mainly contain maps with towns and such and less complete wilderness.
+ Most core functions for 0.07 and even 0.075 have been implemented. Which is 1 month ahead of schedule.
+ 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

+ Wrote a bunch of dialogue for missions
+ Hook test expressions are now evaluated on scene transitions
- Hooks still can't really do anything so missions don't actually work yet
- Can't make a skybox or minimap while I'm waiting for one of my dependencies to un-break a feature

TD2S

Dev:

kurt

Tools:

haxe, webGL, knockoutJS

Web:

kurt-c0caine.itch.io/td2s

+ Added a modifier that makes your bullet fly in a "drunken" pattern, but doubles your firerate
+ Added a modifier that makes your bullets orbit around your ship, but increases the amount off targets they pierce

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Finished the first drafts of every sidequest in the game.
+ Added some warp zones to places that were missing it.
+ Quests can now have display requirements.
+ Redid drop tables fully to support broken stuff.
+ Added override animation settings for races that can support multiple bodies.
+ Added icons and race characters for the Us.
+ Undocking and jumping run the same superspawning code as leaving lanelines.
+ Fixed issue where you could target items while paused.
+ Fixed issue where ship paints didn’t get applied.
+ Comm windows can now have custom colors.
+ Refactored totally all snake and train movement and hooked it up to systems.
+ Wrote more party member dialogue.