November 2022 (Week 3)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Flow map work is done moving on to bug fixing phase
+ Options and credits screens added.
+ Options currently has volume and full screen controls
+ Temp fix for text being too small by upping the size of all four standard fonts.
- This will create some UI glitches, we'll fix em' later.
+ Decals can now override a tile's terrain stat
- means a road decal placed on a dirt tile can be overridden to have asphalt terrain instead of dirt
+ Tiles now have a 'cleared' feature, where a tile's props, usually vegitation, can be cleared.
+ Added a music playlist function. Different environments can play from specific playlists.
+ All songs changed from wav to mp3s to save space.
+ Added M113 Medivac unit
+ Completely overhauled vehicular pricing, health, armor type, chassis type, and tags.
+ World map can now be browsed seamlessly at each level. (see vid)
- Next week, we'll be adding some features that is going to make map creation very fast and automatable.
- Every little square in that vid could be a map.
+ 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

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Relabeled some options menu stuff.
+ Worked more on snake bosses.
+ Added a shield swapping element.
+ Did more campaign work.
+ Did work for distant battle effects. Mostly just for flavor.
+ Added null checks to group activators.
+ Finished the first rough draft of the main campaign.
+ Worked on publisher deal stuff.
+ Added a simple thing that constantly spawns fighters when active.

Cosmogonic Overflow

Dev:

rez

Tools:

React

Web:

rezydent.itch.io/cosmogonic-overflow

+ Fixed menu button alignment
+ Worked on a complex puzzle. A few new generic interactibles have been added
+ Trying to finalize the entire content outline
+ Rearranged the world design to offload areas from story parts. I finally know how to expand chapter 1. Chapter 4 looks promising with its themes and recontextualizing.
+ Started reorganizing the lore and story
+ Made tags for future information hierarchy
+ Initial NPC design
+ Came up with new combat concepts
+ Each link can have an assigned keyboard key. Rerouted the whole keyboard event flow
- Got sick, the momentum is going down