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Loading… Please Wait – a Postmortem

Posted by (twitter: @Adam_DBS)
Sunday, December 18th, 2016 8:42 am

So how did LD37 go?

capture2

About a week before, I had an idea about a Stanley Parable-esque game where the player is led through a set of terrible minigames by the developer, who is trying hard (and utterly failing) to design something that the player can enjoy. This idea was still fresh in my head when the “One Room” theme was announced – I ended up adopting this idea to the theme, which fit well with the idea of being stuck in a room waiting for the game to load.

I had a lot of fun with this! Especially the voiceover – quite ameteurish, but I learned a lot about how add VO to the game pipeline. I also did silly voices enough to make it difficult to *not* speak in a silly voice for a day or two afterward.

Couple of interesting things I did:
*Render Textures*
Each wall segment is actually a seperate plane, with a render texture – this texture is generated from one of a half-dozen 2D scenes hidden below the level:
LoadingScreen_Peek
Each wall segment chooses randomly from one of these textures on startup, with enough render textures to ensure a certain degree of variance. I’m not sure of the benefits of doing things this way, but it certainly made it quicker to get to a playable concept, as I could just change the logic of the texture rendering rather than iterating through every wall section all the time. Perhaps this was too heavy-handed in hindsight.

*Scene-based state machine*

advance
Each scene’s logic was controlled by child nodes of a GameObject being activated, deactivated and advanced. This meant that I could activate scene 3, start the game in the editor, and the logic would run from that point. This meant I could iterate on the later parts of the game much faster than waiting 3-4 minutes between tests. It also means cleaning up anything used exclusively by one scene by simply parenting the object to the scene itself.

*Game Dialogue Serialization*
Each line of dialogue triggered by the game has a bunch of data – the UID, the audio clip to play, the subtitled text (I decided to not render this on-screen in the end), and even a callback function to call at a particular time during the dialogue piece. This was collected into a serializable struct, Which was then stored as an array inside a ScriptableObject:
dialoguedata

This allowed me to quickly setup all the required data from inside the inspector:
dialogueinspector

*Post-compo reflections*
I think I only spent about 18 hours total making this. Could I have spent more time on polish? Most definitely. Yet sleep and company are two things which one should never go without, and so I made sure to have ample amount of both during the weekend.
What I made is definitely niche, and humour is always subjective and divisive. But i’m hoping a few people will crack a smile or be utterly thrown off guard by this :)

Adam_DBS <3 <3

Loading… Please Wait – Submitted + Video

Posted by (twitter: @Adam_DBS)
Sunday, December 11th, 2016 1:04 pm

Here’s a full playthrough. If you’d rather experience it for yourself: Entry Page

@Adam_DBS <3<3<3

Done!

Posted by (twitter: @Adam_DBS)
Sunday, December 11th, 2016 10:14 am

Finishing Early. I had more ideas but this sort of thing is best not to drag out – 4 minutes is probably enough for people to put up with it!

capture3

Things got WeIRd

Posted by (twitter: @Adam_DBS)
Saturday, December 10th, 2016 4:24 pm

overclocked

LOADING… PLEASE WAIT

Posted by (twitter: @Adam_DBS)
Saturday, December 10th, 2016 12:35 pm

What if you were trapped in a loading screen, forever?

capture2

 

Would you be bothered by it?

I’m In!

Posted by (twitter: @Adam_DBS)
Friday, December 9th, 2016 4:58 am

My first Ludum Dare was LD17. It’s now 37! And i’m still as excited as ever to get started!

C#, Unity, Paint.net, Blender, FL Studio.

Finished!

Posted by (twitter: @Adam_DBS)
Sunday, December 13th, 2015 5:38 pm

End

Surprised myself with the amount of content produced for this! Had a lot of fun. Especially doing the sound effects (vocal SFX is the bestest).

Link

Never managed to get WebGL build working to a quality i’d like, but may attempt to produce one later this week!

Progress!

Posted by (twitter: @Adam_DBS)
Saturday, December 12th, 2015 4:12 pm

When the ship gets tiny, the interior is displayed on the HUD.

hud

Progress!

Posted by (twitter: @Adam_DBS)
Saturday, December 12th, 2015 9:16 am

Obstacles

IN

Posted by (twitter: @Adam_DBS)
Wednesday, December 9th, 2015 4:15 pm

Let’s do it!

Tools of choice:

-Unity

-Paint

-Love

Zombies…

Posted by (twitter: @Adam_DBS)
Saturday, August 22nd, 2015 9:27 am

 

 

Just want a few things in life:

  1. Friends!
  2. Pay the rent!
  3. Brains!

 

Unfortunately…

these things tend to get in the way of each other…

6 hours

I’m In!

Posted by (twitter: @Adam_DBS)
Friday, August 21st, 2015 12:13 pm

If i’m counting right, this will be the 10th time I’ve entered Ludum Dare!

-Unity. Paint.net. FLStudio.

LD31 – Finishing early

Posted by (twitter: @Adam_DBS)
Sunday, December 7th, 2014 11:26 am

As sickness is creeping up on me, I decided to submit early and take a breather.

Introducing my finished product…

WELLFARE

screen1

 

It’s a very short game, but hopefully someone else out there has my sense of humor.

A lot of weird stuff happens, down at the well.

Posted by (twitter: @Adam_DBS)
Saturday, December 6th, 2014 3:47 pm

dog elves murder

Progress – 6 Hours

Posted by (twitter: @Adam_DBS)
Saturday, December 6th, 2014 9:02 am

Lots of backend stuff happening. Almost finished the entire flow sequence, so i’ll soon be adding content!

The general idea is that you are a spirit trapped in a well. People come along and ask for help in some form.

 

6 hours

 

The options are intentionally vague.

6 hours2

 

Very simple, not much interaction…

I’m In!

Posted by (twitter: @Adam_DBS)
Saturday, December 6th, 2014 3:36 am

Looks like i’m fashionably late to the party! Just started recovering from weeklong sickness, perfect timing to take part in this weekends antics.

 

Engine: Unity (C#)

Audio: FLStudio

Graphics: Paint.net

 

Got a decent idea on what I want to make, lets just say I wish it goes to plan… :)

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