October 2022 (Week 1)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Flow map work continues, doing a lot of tests with flow maps.
+ Modeling of new structures and vehicles continues.
+ Due to constraints with path finding and player complaints of the maps being too big, gonna shrink map size down a bit.
+ Due to maps being shrunk, size of airfields being too big, and difficulty of getting fixed-wing aircraft to work right, we're going to ditch fixed-wing aircraft for now.
+ We might have aircraft as summonable powers like in CnC Generals.
+ Ships and naval forces will be put aside for a while, but will return later once we get things right.
+ Helicopters will remain, they vibe with the new map sizes and gameplay pretty well.
+ Generic faction secretaries designs completed. We can now mix-and-match hats, uniforms, hairstyles and colors for a huge amount of variety. (pic)
+ The goal is to have little campaigns available for all nations, and potentially some large armed groups as well.
+ YouTube channel soundtrack playlist is here: youtube.com/watch?v=P_pcpkLOldI&list=PLiGizc0ysx7h4_E094ete7877eo8PSN1w
+ Version 0.07 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

+ Custom cube sphere planet mesh generation
+ Real-time control of model size/detail, and texture noise
+ Terrain re-renders only when inputs change
- It doesn't look like terrain yet

Ygg Engine

Dev:

meganerd

Tools:

Python, Pyglet, Rabbyt, PodSixNet, Sqlite3, GIMP

Web:

store.steampowered.com/app/1991460/Ygg_Engine

+ Status animation synced for multiplayer networking via 2 new opcodes
+ Now using AGDG scraping friendly progress report template
+ Status animation default clock is now 0.025 delta-time (2x prev)
- Prev: Spell animations synced over multiplayer
- Prev: Enemy player equipment changes over multiplayer (worn item switching)
- Will be programming most of tonight

+ Trade system logically implemented on server and client, just needs the GUI, includes 5-server/5-client new opcodes
+ Added 4 new character faces
+ Added 17 hats/accessories

+ Player bank database schema created
+ Banking system mostly implemented on server and client. Needs the GUI and some remaining opcodes for QOL
+ Added a new wizard hat with 6-recolor variations
- Probably going to get shops, etc logically implemented, then do the GUIs for them at once
- I've been wanting to do quests for some time, should be some progress there soon

+ Online player list added
+ Graceful logout process added, with a placeholder animation (yesterday)
- Doing treasure maps (now), which will be similar to clue scrolls in osrs
- I am having a lot of fun and so much in store. Enginedev pays off.

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Created more campaign missions.
+ Wrote up some more stuff.
+ Modeled out accessories for NPCs to better Morrowindize my more unique characters.
+ Did some rudimentary missile rebalancing stuff.