August 2022 (Week 3)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Streamlining map generation workflow. Created about 37 maps in 2 hours, but they're all wilderness.
- Per-map creation efficient will rise greatly as we move into the North American and Eurasian mainland. Coastal maps take more work.
- The Ultimate goal is to create maps covering the entire world.
+ Gonna finish up this round of map creation and go fix the decals next.
+ Two biomes created, Tundra and Polar. 0.07 will only have these two on top of the default one.
+ Map entities import function can now have conditions like 'don't place when tile is water'.
+ Per map map tinting function added. Adds a little bit of visual variety.
+ Bugged the Love2D devs to fix a problem with the .dds file format. They finally said they'd fix it in the next version.
+ All core features for version 0.07 and 0.075 have been completed. Just needs to fix bugs and grind out some maps.
+ Work on version 0.08, which revolves around changing the whole navigation system to flow maps, has begun.
+ 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

+ Updated to Bevy 0.8
+ Script variables now have names instead of just numbers
+ Expression parser and formatter preserve the same parentheses as the input
- Tried to make camera movement a little cooler-looking but it didn't work out
- Bullets fired at close range are causing crashes AGAIN

Deadeye Deepfake Simulacrum

Dev:

nodayshalleraseyou

+ Finished the main questline + credits roll + the most up-its-own-ass writing in any video game
+ 2 new missions
+ New damage reduction difficulty slider
+ Enemies gift rewards for pacifist mission runs
+ New martial arts perks that upgrade your kick
+ New aoe life drain ability
+ Lots of fixes

BattleMage

Dev:

chadzilla007

Tools:

Unity, Blender, Your Mom

Web:

youtube.com/channel/UCFbcdjJaESiyut2LRCF1i2g
twitch.tv/chadzilla007

+ BattleMage is a mobile AARPG (Adventure ARPG) game about mixing magic with melee to explore a new design space in games.
+ Created a bare minimum demo of the core game to prep for a stream of the current game + level building
+ Spent the last two weeks polishing controls
+ Reworked ability system/on screen buttons to work using Scriptable Object Events
+ Added Orc Necromancer

+ Added desert textures to my demo level
+ Used a height map to create some sprawling sand dunes

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Worked more on snake magic.
+ Worked on a thing that resets quests if you exit it.
+ Fixed height issues with station indicators.
+ Added ways to reset quest stages.
+ Synced player equipment in multiplayer.
+ Servers can now set a variety of options for itself, including description and PVP damage.
+ Added player trading mechanics in multiplayer.
+ Added typewriter text now.
+ Worked on wreck loot tables.
+ Added persistence to all shipwrecks.
+ Modeled some more ships.
+ Added all backer names to the game.
+ World state now saves storm status and wreck status fully.
+ Saving files now properly filter only the proper filename.
+ Fixed issue with bad meshing in capital system.
+ Once again tried to work with the capital system and make it look how I want it to feel.
+ All wrecks in game have their loadouts set.
+ All fast travel systems loaded out in game.
+ Redid some interior textures.
+ Simulations can override player deaths.
+ Fixed issue where tutorial was completely broken.
+ Added additional campaign controls for weird stuff.
+ Fixed UI issues across the board.
+ Fixed spawning tech issues not applying settings properly.
+ Added more memory vault stuff.
+ Added flight control commands to the game.

TD2S

Dev:

kurt

Tools:

haxe, webGL, knockoutJS

Web:

kurt-c0caine.itch.io/td2s

+ Added bloom
+ Fixed bloom(lol)
+ Fixed enemy spawning system not taking enemy preferences into account
+ Started working on next level preview UI
+ More minor bugfixes and rebalances

HoE

Dev:

Gorridev

Tools:

Godot

+ Added tutorial area