August 2022 (Week 4)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ map count: 103
+ workflow for generation of wilderness maps finalized for now
+ added support for folders in the maps/world folder to help with organization
+ Fixed bugs and problems in workflow to properly import node / town names and their populations
+ Added another functions that forces generation of entities regardless if tiles are slanted or not
+ Work switching pathfinding over to flowmaps has begun. This might take 2 months to do. Yikes. (pictured)
- This should significantly improve the pathfinding speed, especially for more complicated maps.
+ Added a system for flowmaps that blocks some or all units for traversing if there is an overpass that is too low. (pictured)
+ Fixed some minor bugs and tweaked UI a bit.
+ Resuming decal work for roads.
+ All core features for version 0.07 and 0.075 have been completed. Just need to hunt bugs, grind maps, and finish decals.
+ 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

+ Interstellar jumps now deplete your ship's energy buffer
+ All ship automatically refill their buffers during flight
+ Sound and message notify the player when buffer is full
+ Sound and message tell the player to fuck off when trying to jump with an underfilled buffer
+ Press N to select a star system to jump to
+ Stars now have their own camera and their own render layer like an actual skybox
+ Stars are smaller and more numerous, and drawn with fewer polygons
+ Added a minimap and tweaked the bejesus out of how the blips are drawn
+ Made the minimap circular and added a dumb textured overlay
- Planets appear closer in main view than on minimap, which might confuse players

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ NPCs better analyze targets.
+ Added control for switching between materials via animation settings.
+ Fixed issue where conversation text would persist across rooms.
+ Added video controls for surfaces like TVs.
+ Fixed issue where NPC controls wouldn’t apply fully in squadrons.
+ Added new faction types that are able to have more complicated engagements with each other.
+ Fixed some slight issue with inventory draw distances.
+ Simulations properly disable sub-indicators and reset cameras.
+ Video players can have URLs.
+ On-station simulators can fade out and work properly.
+ Redid how exploders work for various things.
+ Worked on more memory things.
+ Beams can attack solar childs now.
+ Added more campaign mission stuff.
+ Fixed issue with laneline colliders.
+ Textured campaign models.
+ Made models for interior tileset stuff.
+ Scripted storms can be expanded into other systems.
+ Storm effects now have their own functionality and storms can play proper ambience if a storm starts in a field.
+ Execution trackers can have AI updates called in now too.