December 2022 (Week 1)

BnB

Dev:

Commander Rad

Tools:

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

Web:

twitter.com/GamesBreakfast

+ World map now loops east-to-west (vid)
+ Added navigation arrows to the edge of the world map. These retract when the cursor is not near the edge.
+ World map grid shifted slightly so that generated maps can have nice base '0.5' or '0.25' longitude latitude increments
+ World map now has cursor pop-up menus to show the description of the maps
+ Maps with less than 2 starting positions can now be saved from the map maker
+ Maps with less than 2 starting positions can be displayed on the world map but can not be selected
+ csv splitter tool created to help world map generation
+ Music playback functionality with loopable tracks completed
+ Icon tinting to faction and camo colors added
+ Options menu selections are now saved between sessions
+ 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

+ Finished major refactoring steps
+ Recompiling after a physics tweak now takes less than 5 seconds

TD2S

Dev:

kurt

Tools:

haxe, webGL, knockoutJS

Web:

kurt-c0caine.itch.io/td2s

+ Added laser beam that points where you're aiming
+ Added a new modifier that makes enemies shoot shards when they die
+ Made it so that player could not be damaged by multiple sources in the same frame
+ Gave player 0.5sec of invulnerability on taking damage
+ Waves now start before all enemies from previous wave are defeated
+ Mothers don't spawn mini chasers after game over anymore

Cosmogonic Overflow

Dev:

rez

Tools:

React

Web:

rezydent.itch.io/cosmogonic-overflow

+ Keyboard shortcut for phrases
+ Added loading screen
+ Refactored page holes into a component instead of styling pages by hand
+ Cover strips to hide see-through page states
+ First part of maze puzzle is nearly finished
+ Minor plot improvements, searched through research materials

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Finished writing the multiplayer campaign script.
+ Implemented the new underspace bosses into the actual storm weather system.
+ Created some missing systems for the multiplayer campaign.
+ Implemented all dialogue triggers for the multiplayer campaign.
+ Implemented computer voice-over HIVE/Gladys/Whatever system.
+ Clearing calculations are more accurate now.
+ Worked on refactor of options menu.
+ Totally refactored options menu.
+ Totally refactored music system.
+ Totally refactored radio system to have more custom channels.
+ AI Voice can now be replaced.

Ygg Engine

Dev:

meganerd

Tools:

Python, Pyglet, Rabbyt, PodSixNet, Sqlite3, GIMP

Web:

store.steampowered.com/app/1991460/Ygg_Engine

+ Server tested on Python 3.11
+ Refactored some client behaviors to better fit the authoritative server model
+ Client now performs data resync when client encounters disagreement from server (eg attempt to equip inventory item you dont own)
+ Compiled client for Linux and Windows in Nuitka for testing
+ Added Santa-like NPC type and some Christmas themed items
+ SIEM alerts testing
+ Key remap logically implemented, still need to make in-game GUI options
- Need to debug a Rabbyt OpenGL issue for client python 3.9 port or migrate to Pyglet2- I will wait for future client refactor for now
- Resolved crypto library compile issue with Nuitka