About erebusman (twitter: @ckidwell1)

I've been in the hobbyist / mod/ indie scene since 1995 starting with DOOM modification and slowly building a wide array of skills like 3d modeling, texturing, level design, programming and sound design. At this point I am capable of full game production from start-to-end and enjoying creating indie games in my spare time. Who knows ,maybe one day I'll go full time!

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Ludum Dare 31
 
Ludum Dare 28

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I’m in , and a photoshop mockup to start

Posted by (twitter: @ckidwell1)
Saturday, December 12th, 2015 9:52 am

 

wasn’t sure I was going to be in this time due to personal time constraints ; but I came up with an idea over night of what I hope is a simple enough idea I can get it going without too much effort.

 

I made a quick mockup in photoshop..and yes I will probably do a combo of both themes.  My character will have to navigate a hazard course with the two buttons ..and they grow over time making it more difficult.

proto_1

I still have to decide what  I want the two buttons to do exactly .. “up/down” or  “forward/jump” .. and I’m considering doing stuff like in many games if you double click a button maybe thats jump so I could have B1=LEFT  B2 = RIGHT ,  double click B2= JUMP RIGHT, double click B1=Jump left

The only reason this isn’t fully decided is because I’m envisioning it as sort of an infinite side scroll runner in one direction … so why the need for the left facing controls? Makes no sense so seems like a waste of button.. except for the use case of the player needing to pause/stop or slow down the movement rate to the right to time / avoid hazards?

 

 

The rules don’t seem to call out the need to expose your entire stack any longer just that you make it yourself.. in any case tools I’m likely to use:

 

  • Unity 5.3
  • Photoshop/Illustrator
  • Spriter (will be later if I have time to polish up a better looking char w/ animations)
  • bxfr
  • Music/Sound production apps on my iPad
  • Audacity
  • a template unity project I have that has my base menu system already system (main menu, play, credits) to bootstrap quickly
  • I’d like to use MasterAudio plugin for Unity but the need to share sourcecode makes that difficult as its a paid audio library.  I’ll only kick that in if it reaches a certain complexity level that I want MasterAudio to handle it for me

I think that’s about it but I reserve the right to use other tools I own if needed :)

Menus + Title

Posted by (twitter: @ckidwell1)
Sunday, December 7th, 2014 3:18 pm

So my #LD31 is coming together with polish this afternoon.

I have gotten in a sound track and a couple of basic sounds.

I have also been working on all the menus – most of those are done except for the game over win/lose condition screens have to be polished with text / info.

So the title of my game is DEATH POLICE 3000 which is a satire based on the current social issues in the USA … shooting of unarmed civilians by our police force most frequently black males but also homeless and mentally ill men are targeted as well, and combined with the old movie Death Race 2000 where sport was made of killing people.

Obviously in a limited time span of 48 hours I can’t really go in to depth here so the satire is pretty blunt.

 

Core game loop in!

Posted by (twitter: @ckidwell1)
Saturday, December 6th, 2014 11:29 pm

So it took a while, I had a really tough time making my bullet collisions work.

I am using manual movement (translate) my 2D sprites; and in Unity when you do that the normal physics collision boxes wont work.

I couldn’t use their physics because I don’t want all my sprites falling off the screen .. so I had to do a Physics.OverlapSphere  , which yes means I have a physics sphere instead of a 2D physics circle..

Whatever its a 48 hour challenge, hack away!

So now that the core loop is in its all about polish tomorrow!

 

Player movement + npc movement in

Posted by (twitter: @ckidwell1)
Saturday, December 6th, 2014 12:47 pm

I was able to get some basic player and NPC behavior scripts in and now the player can move, as well as the various NPC’s move across the scene as intended!

Going to take a break for a bit; combat will be programmed in next!

character sprites in

Posted by (twitter: @ckidwell1)
Saturday, December 6th, 2014 11:54 am

So I decided to go against the 3d objects I had as placeholders and did some quick character sprites (only one frame of animation right now but if time permits I can enhance that after I have core game play in)

Unintentionally they look a little bit south-parky to me, which I like. I may play that up a bit more if I’m able to spend more time on it later.

In any case now I’m ready to program in the core game play!

Scene composed

Posted by (twitter: @ckidwell1)
Friday, December 5th, 2014 11:01 pm

Okay so Ludum Dare 31 going well so far tonight!

I was able to create the basic player prefab, GUI layout, a level prefab, a enemy prefab, and a civilian prefab.  Here’s a quick shot of how it all came together in the unity editor:

I did create the first C# file but I’m tired enough after a long day of work I’m going to stop here and get a good nights rest and work on the first pass of game play tomorrow.

Signing out!

Level background texture in progress

Posted by (twitter: @ckidwell1)
Friday, December 5th, 2014 10:17 pm

I am designing with a retro-pixel style for this game to keep it ultra simple.

This is a work in progress of the ‘level’ texture for the game where the player will be at a cross roads in a city street area with a park in the upper left corner and some sort of shops or business areas in the other corners.

Using photoshop I’ve been able to get a nice ‘pixel’ effect very easily by doing some flat block out areas then:

  • apply noise filter (heavy)
  • apply Pixelate > Mosiac filter

I’m using with a  size of 12 squares as I want the pixels to be fairly large for this.  Then I’ll start tweaking some hand pixel touches here in a few minutes.

Mocking out my UI for my idea

Posted by (twitter: @ckidwell1)
Friday, December 5th, 2014 9:31 pm

I started my new Unity project and have been laying out my UI for my idea.

Obviously not much going on yet but its nice how quick the UGUI can be put together!

It also looks decent enough I can probably use it for the final game unless I have extra time at the end to add UI polish .. but I doubt thats going to happen!

I’m in ; tools will use!

Posted by (twitter: @ckidwell1)
Friday, December 5th, 2014 8:36 pm

Okay got my idea; circles around social justice issues current today. I haven’t named it yet though.

 

Will be using some of these (maybe not all if I don’t do any 3d then cut those out):

Photoshop

Unity 3D

Audacity

Figure

Blender 3D

Bxfr

Silo3D

MusicStudio

edit:  Oh I might also use Substance Designer!  Not sure if I’ll have time to do that but would be fun to design a substance for this if it works otu

Whoa I might do this!

Posted by (twitter: @ckidwell1)
Friday, December 5th, 2014 7:36 pm

I wasn’t sure I was in but I like this theme a LOT .. the constraints of one screen make this more doable in the time I have.

Brainstorming now!

Here’s my submission!

Posted by (twitter: @ckidwell1)
Sunday, December 15th, 2013 6:34 pm

I changed the name to One Minute of Light , going with the theme You Only Get One ..

So many things I had to leave out, sound being the hardest hitter because I produced 12 sounds but did not have time to script them in. Animations would have helped a lot too! :)

http://infernohawke.com/ludum28/webbuild.html

 

light

My todo list thats left

Posted by (twitter: @ckidwell1)
Sunday, December 15th, 2013 4:40 pm

Well it looks like I’ll have something to submit but it may not be the game I would like to make; but then again who ever makes the game they would like to make in a mad rush in 2 days with a them they didn’t pick??!

What I think I have left to do at the moment:

  •  sounds
  •  fix menus to say proper things
  •  fix light meter to really be accurate 60 seconds
  •  fix zombie arms to be forward
  •  fix player arms to not be da vinci pose
  •  fix so damage cube doesnt show
  •  fix so weapon graphic shows instead

almostdone

Things I have to drop (no time)

  • animations for players
  • animations for monsters
  • death graphics /gibs or animations
  • object pooling
  • randomized levels
  • much more iterated and fine tuned game play

 

But I’ll have something so that’s a really good feeling!

 

Gameplay achieved!

Posted by (twitter: @ckidwell1)
Sunday, December 15th, 2013 1:01 am

All right I have basic game play.   End condition doesnt actually end the game yet but that’ll be quick & easy tomorrow.

Still lots of things to do; rigging, animation, monster spawning properly , sounds & music :)

Screenshot :

gameplay

Not sure I’ll make it !

Posted by (twitter: @ckidwell1)
Saturday, December 14th, 2013 11:29 pm

Even though I’ve tried to keep it very simple; 1 player avatar, and 1 enemy model (will be cloned of course) and about 1 dozen props .. I’m not sure I’m going to make it.

The real killer is going to be rigging and animation.

Hell I dont even have gameplay right now; trying to go ahead and get that done right now so I’ll have something even if its not animated models.

Looks pretty though:

lookgood

Bad guy model

Posted by (twitter: @ckidwell1)
Saturday, December 14th, 2013 8:11 pm

My bad guy is coming along quite well, better than my hero anyways.  Time constraints are rough!!!badguy

My character model

Posted by (twitter: @ckidwell1)
Saturday, December 14th, 2013 5:06 pm

Man it looks HORRIBLE but I made it in about an hour!

I will need to get him rigged up and animated in Blender in about 2 hours to keep myself on track.

character

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