October 2022 (Week 4)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Flow map work continues
+ A system that slows down units that are making sharp turns. (gif)
- With flow fields, units do not have a direction, that concept is tacked on. So without a system in place, units will be instant 180 degree turns.
+ Bug with unit navigation having a tough time getting to the build point and resource collection points fixed.
+ For flow field pathing, each map is broken up into 5x5 blocks. Blocks have been optimized, where passibility and terrain cost are identical.
+ All icons switch to more readable and easier-to-make icons (pic)
+ These icons will be colored according to the faction and camo colors in-game.
+ 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 cubesphere UV mixups in planet mesh generator
+ Threw together a crude first draft of plate tilt simulation
+ Added basic land/sea color assignment
- Plate tilt looks like shit and draws straight lines everywhere

Strandships

Dev:

Nebulous

Tools:

Javascript, PIXI.js, Jquery-UI

Web:

strandships.tumblr.com

+ Many robustness improvements for factories that are split into two or more regions
+ A ship that has bonus slots lets you choose bonuses that apply to the entire ship
+ Made the Blueprint-creating screen pretty
+ More graphics, including placeholders
+ Can now send "Everything" from a planet in the Orders screen
+ Flood fill to speed up pathability tests (see pic, each color is a separate region)
+ 18 bug fixes

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added a money change UI thing.
+ Worked on a secret enchantment system.
+ Did more campaign work.
+ Player pseudo-followers can now not be tied to the parent transform.
+ Fixed issue where pseudo-followers weren’t doing their logic right.
+ Added alternate exit points for gates.
+ Created more icons for character windows.
+ Movers can now disable things at the end.
+ Did some work on stuff for the trade show presentation.
+ Worked a bit with the Fallout guys on some wiki stuff.
+ Mission descriptions are now parsed to save me some time.
+ Missions now can define their display type.
+ Mission extra rewards can now specify reward counts and can be random.
+ Rampage missions can specify killing any enemy of the faction.
+ Scripted Jumpers can now specify specific rooms when warping in.
+ Added an activator that places objects when activated.
+ Redid some aspects of room warps to work better.
+ Added a skip intro button.

TD2S

Dev:

kurt

Tools:

haxe, webGL, knockoutJS

Web:

kurt-c0caine.itch.io/td2s

+ Added a new enemy that absorbs your bullets and turns them into mini-chasers
+ Spinners now shoot while regenerating their shields
+ Shielders now buff enemies hiding under their shields
+ Added sounds for dragging and crafting modifiers as well as for heavy shooters
+ More CSS refactoring
+ Rebalancing