October 2022 (Week 3)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Flow map work continues
+ Slower units, like infantry, are now moved to the rear of the unit formations
+ Fixed speed and acceleration system so that vehicles don't overshoot their path nodes
+ Unit repulsion and interpenetration further tweaked, even when two large groups of units go through a tight space in opposite directions, none get stuck and all reach their destinations
- The trade-off is that it looks bad and there's heavy unit interpenetration when this happens. Also a vulnerability since they can more easily be destroyed in the bottleneck.
+ Faction tags added to prep for future faction split
+ New Vehicle Depot model to replace the old one (see vid)
+ Large shake-up of the focus of the game and tech tree. Vehicles are being split into three types, fixed-wing aircraft and boats will be removed for now.
+ 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

Strandships

Dev:

Nebulous

Tools:

Javascript, PIXI.js, Jquery-UI

Web:

strandships.tumblr.com

+ I'm back!
+ Ships consume a realistic amount of fuel. They must land to refuel.
+ Improved intelligence of stockpile use to avoid blocking off spaces prematurely or splitting the factory in two. AGVs used to need a home base to act smart, but no longer.
+ The disposal can now be configured to accept/reject any item types
+ Many minor usability improvements
- Managed to cover up some fuel consumption bugs without fixing them

Ygg Engine

Dev:

meganerd

Tools:

Python, Pyglet, Rabbyt, PodSixNet, Sqlite3, GIMP

Web:

store.steampowered.com/app/1991460/Ygg_Engine

+ Server channel functions now use their own threads
+ Further stress testing: Connected 300 headless clients, started open requests for each, results were good
+ Added 150 new isometric tiles to the Realm Editor
+ Equipment interface bugfixes, good to go now
+ Increased opcode dictionary keys for Client->Server from 200 to 1000
- webm is not an actual attack with the bow
- I need to do some pixel art for game objects I need

+ Created GUI for trading, shop, bank interfaces
+ Created a class that manages all game trades and open trade requests
+ Existing trade related opcodes modified to work with this class
- Added more media to Steam page

TD2S

Dev:

kurt

Tools:

haxe, webGL, knockoutJS

Web:

kurt-c0caine.itch.io/td2s

+ Added heavy chasers, which are like chasers, except they spread when they get closer to you
+ Added heavy shooters, which are like shooters, except they predict your movement
+ Buffed every enemy
+ Other rebalances

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added some loadout override technology.
+ Worked on various storm bosses.
+ Created some generic equipments for NPCs.
+ Adjusted some aspects of various bosses.
+ Did a huge dialogue pass for the campaign, implementing all dialogue triggers in for it.
+ Added two-state animatable objects for station interiors.
+ Added space farms.
+ Added space tractors.
+ Adjusted some spawn points.
+ Fixed issue with name readouts on stations.