November 2022 (Week 4)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ Seamless world map had custom-sized multi-grid square maps restored
+ World map images reduced from retardedly large 3200x1600 to quite small 800x400, lag while scrolling eliminated
+ Terrain smoothing for building placement has been expanded (see vid)
+ Terrain smoothing now properly deletes water, although the opposite is not true
- This is not really a problem, since water tiles by default at level zero. Might be something we need to fix in future though
+ Building force place and force smooth options added to the entity import function
- Force place ignores terrain and clips buildings into terrain
- Force smooth forces the building to be placed and smooths the terrain without limits
+ This will improve map generation efficiency a lot since most of my map-making work is placing buildings that failed to get placed
+ Tweaks to tile prop and water cleaning rulesets
+ UI problems from font adjustment fixed.
+ Map generation macro for QGIS streamlined, is now at least x3 faster
+ Map generaiton rulseset and accuraacy improved
+ Added M1064 Mortar Carrier
+ 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

+ Tweaked star and dust colors
+ More refactoring
+ If I pull this off right, I'll get huge reductions in compile time
- There's a lot of stuff in the way of doing that
- Had to tear out a bunch of scripting stuff until after this is fixed

Strandships

Dev:

Nebulous

Tools:

Javascript, PIXI.js, Jquery-UI

Web:

strandships.tumblr.com

+ Many balance changes to speed up the early game
+ First demo playtest
- Playtest had to halt 3/4 of the way through due to bugs
+ Black market WIP
+ Change buildings to not consume items until ready to produce (makes more sense to the player)
+ Added some basic sfx for building and log error messages
10 usability improvements
3 crash fixes
3 other bug fixes

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Fixed some issues with constant fighter spawners.
+ Finished up snake fight AI and added colliders.
+ Gradual exploders can now work backwards and can fold in on themselves.
+ Did more writing on the multiplayer main campaign.
+ Implemented and properly worked on shield swappers.
+ Explosions can now damage shields exclusively.
+ Fixed issue where activator intervals on snake bosses were constantly called.
+ Created tons of new undersnake variants.
+ Properly set up system for regions having non-regional, out-of-region, exploration mission types.
+ Added distance-based options for simple movers.