November 2022 (Week 1)

Strandships

Dev:

Nebulous

Tools:

Javascript, PIXI.js, Jquery-UI

Web:

strandships.tumblr.com

+ New missions covering most of the first chapter
+ Balanced the early overmap game
+ Orders are only assigned to workers with enough fuel to complete them
+ Can send "Everything" or "Anything" from a planet to another
+ Various minor improvements
+ 24 bug fixes
+ More than 20x performance improvement to Stockpiles (they were very inefficient before)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Flow map work continues (gif)
+ Map creations continues, now with a smaller default map size
+ With the various optimizations, loading time on my comp goes from 40s to around 10s
+ Tracked and Wheeled vehicles now have different terrain cost stats
- This means that while wheeled vehicles generally have higher top speeds on roads, tracked vehicles have much better off-road performance
+ At the destination, if some units in a formation is blocked, those units will be ordered to move nearby
+ new faction tags added to all units and structures in preparation for the faction split
+ new conversion and loadout tags added to some vehicles for the conversion and loadout switching functions
+ All icons switch to more readable and easier-to-make icons. Last week was all vehicles, this week is structures. (pic)
+ More music tracks added, 30 in total, and now all converted to mp3s from the original wavs
+ 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

+ Many, many tweaks to planet generator
+ Added a basic splash screen on game startup
+ Various pre-Demo Day tweaks and cleanup

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Worked on more campaign missions.
+ Worked on some ambient characters across places.
+ Added ambient NPCs to campaign missions that aren’t all hardcorelike.
+ Added some more tutorialesque NPCs.
+ Added some initial campaign elements for better tracking on that end.
+ Modeled out more cockpits.
+ Implemented basic models for demo cockpits.
+ Redid mission descriptions.
+ Field clearings can now override nebula and light colors.

TD2S

Dev:

kurt

Tools:

haxe, webGL, knockoutJS

Web:

kurt-c0caine.itch.io/td2s

+ Added sounds for upgrade/exchange all
+ Fixed heavy mini chasers velocity being NaN
+ Added weapon switching delay
+ Fixed modifiers being draggable outside the browser window
+ Fixed PI bullet damage
+ Player bullets are now removed from the screen before level starts
+ Fixed absorbers absorbing explosions