October 2022 (Week 2)

Ygg Engine

Dev:

meganerd

Tools:

Python, Pyglet, Rabbyt, PodSixNet, Sqlite3, GIMP

Web:

store.steampowered.com/app/1991460/Ygg_Engine

+ Server can enforce client whitelist rules (build versions, plugins, etc)
+ Created class to manage/rotate DH, AES keys for server and players
- Encryption will be optional for normal game traffic (outside of the login), set by the server

+ Inventory sprites now cover ~90% of total items, replacing the red-x
+ Headless client created for development and testing tool
+ Server stress testing results are good
+ NPC Dialog dictionary data structure determined
+ Various networking related things to sync the multiplayer gameplay mostly
+ Several of the server functions with for loops now use list comprehension
+ Various chat commands added, getserveruptime, pingtest, logout, clearchat, changepass
- Quests were held up by dialog, now I need to decide questing-related data types
- I am contemplating the design of the "instances" for now special scenarios (instanced boss battles, etc)
- Considering the minigames I want to implement first: castle wars clone, battle royal, horde survival

HoE

Dev:

Gorridev

Tools:

Godot

- improved tileset
- added urban ruins
- added tribal villages
- implemented LP
- implemented scavenging

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Flow map work continues.
+ Repath functions restored
+ Tweaked the amount of interpenetration and repulsion so that units will never get stuck and always get to their destination. (see vid)
+ Modeling of new structures and vehicles continues.
+ Work on generating maps of the new size continues, the data for a couple thousand have been prepared. (smaller maps at same scale means way more of them)
+ World map scale changed to fit the smaller maps.
+ Because there are so many potential maps, we're going to only have 1 map per province, then a few for entry points, as well as important towns, infrastructure, installations.
+ The full set of maps will be stupendously numerous, will be available in future once we make batch map generation tools.
+ 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

+ Fixed up a zillion bajillion little problems with music
+ Switched from 2D noise to 3D noise for terrain generation
- Wasted a bunch of hours trying to add attributes to the wrong mesh

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Missiles can now knock you out of highengines and thrust (for NPCs).
+ Missiles can bypass shields.
+ Max ammunition is now able to be determined by the missile.
+ Total overhaul of how missiles work.
+ Mines can be prematurely detonated and can leave behind damaging fields.
+ Heavy weapons can also be prematurely detonated.
+ Fixed some issue with AI pilots’ flee mechanics.
+ Tutorial menu is now categorized.
+ Movers can have charge up effects and timers.
+ Hooked up the intermediary docking path system to be all workways.
+ Added new fixtures.
+ Textured new fixtures.
+ Fixed some fucked spawn points.