November 2022 (Week 2)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Flow map work continues
+ Mainly working on optimizing redirecting units when the formation at the destination overlaps with other objects
+ Fixed helicopter movement
+ Fixed so that infantry can not board a helicopter in flight
+ Fixed so that infantry can not disembark from a helicopter in flight
+ Added M113 unit, with MG and grenade launcher variants
+ Added Stryker APC, with MG and grenade launcher variants
+ Added M-ATV grenade launcher variant
+ Changed older Stryker name to Stryker Dragoon, this is classified as a wheeled IFV
+ Units needed for the new loadout switching system is complete (see pic, renders and icons)
+ Just gonna keep hammering out these units and buildings
+ 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

+ Scrapped the old lobby UI and made a new placeholder that mostly works
+ Got a placholder market interface working
+ Made contents of wallet and cargo hold persistent across scenes
+ Survived demo day
- None of the playtesters read the README so none of them knew what to do
- The sparsity of visual motion cues in flight mode made people nauseous
- Implementing shaded billboards is a mathematical pain in the ass

Ygg Engine

Dev:

meganerd

Tools:

Python, Pyglet, Rabbyt, PodSixNet, Sqlite3, GIMP

Web:

store.steampowered.com/app/1991460/Ygg_Engine

+ Testing "jail" mechanics for RP
+ Registered a domain and started working on Flask web app to be used as an alpha account registration portal, high-scores, etc
+ Added fencing corner sprites
+ Created class to manage monsters, aggro, threads, collisions
- Monsters use dumb aggro pathfinding. Monsters get caught behind objects and other monsters (similar to RS)
- NPC humanoids use A* pathfinding, thus NPCs solve mazes if needbe to get to you if aggro
- Benchmarked Pyglet-2 with Python3.9 for future porting considerations over Rabbyt for sprite rendering
- Modified the Rabbyt Cython port to use list comprehension instead of iteration for rendering; Benchmarks the same so doesn't really matter though
- Performance is not really an issue but always trying to get gooder regardless
- Still not corrected arrow offsets for the bow anim. as seen in shown webm

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Ambient fauna can now blow up via being hit by something or being shot by something.
+ Campaign and quest objectives can now give hints about things.
+ Added some more hints to the initial campaign mission.
+ Fixed issue where NPCs on stations wouldn’t wear clothes.
+ Redid some shield effects to be less loud and annoying.
+ Did some missile rebalancing.
+ Expanded the weakpoint system a bit.
+ Campaign missions now save in saves.
+ Fixed issue where tutorial popups would go all fucky upon reloading a save.
+ Tweaked jumping effects a bit.
+ Worked on and finished scripting storm bosses some more.
+ Worked on gradual destruction for snake enemies.
+ Added a gradual placer and destruction object, usually used for snakes.
+ Worked quite a bit on improving and testing storm bosses.
+ Can now spawn and override hazards in storms via console.
- Completely forgot about this because preparing to bring a cat home.
+ Fixed a few issues and added some new effects to Helioliches.

Cosmogonic Overflow

Dev:

rez

Tools:

React

Web:

rezydent.itch.io/cosmogonic-overflow

+ Added music and sounds because I stopped giving a fuck
+ More firefox fixes (now most elements have browser specific styles because of that)
+ Remade combat UI
+ Made last demo segment more obvious
+ Added swipe page turning for mouse
+ Improved UI to be more visible
+ Spelling fixes (thanks anon)
+ Small refactor
+ More descriptive and readable links
+ Slight panning on the view to make focus more obvious
+ Audio preloading
+ Expanded the plot by a whole different dimension
+ Planned out some puzzles and interactive story segments (next demo might be... interesting)
- Post-DD chilling out
+ Fixed the leaking wishing star event bug due to complaints

TD2S

Dev:

kurt

Tools:

haxe, webGL, knockoutJS

Web:

kurt-c0caine.itch.io/td2s

+ Added a settings menu
+ Reworked absorbers to shoot instead of spawning mini chasers
+ Fixed a bug with guns accepting new modifiers even if total price will exceed 25
+ Made enemy bullets more oblong in shape