About Kuality Games (twitter: @https://twitter.com/KualityGames)

Kuality games for gamers!

Entries

 
Ludum Dare 37
 
Ludum Dare 35
 
Ludum Dare 34
 
Ludum Dare 31

Kuality Games's Trophies

First LD31 Project Award
Awarded by jsscjss
on December 9, 2014

Kuality Games's Archive

Happy Holidays from Kuality Games!

Thursday, December 29th, 2016 7:53 am

Hello everyone!

We hope you’re having enjoyable holidays so far! It’s been quite busy for us (eating all that food and drinking alcohol) so we didn’t get to play any games from fellow devs, so if you’d like us to play and rate your game let us know!

You can also check out our game DISK below:

BOOM HEADSHOT! Click to play!

Cheers,
Kuality Games

DISK – Post-Jam Version!

Sunday, December 18th, 2016 12:41 pm

Hello everyone! Hope you’re having a nice weekend. We released a post-jam version of our game, DISK. It includes things like: bug fixes, a new level, optimization and settings menu (so now you can finally lower those graphics).

BOOM HEADSHOT! Click to play!

We would like to play and rate your games, so feel free to send them here!

Cheers,
Kuality Games

DISK

Wednesday, December 14th, 2016 7:40 am

Sneak Peek

Sunday, December 11th, 2016 4:20 pm

Here is our small update on the art, the one and only Plasma Disk Gun 2000!

Art Update!

Sunday, December 11th, 2016 10:40 am

The textures are finally done. Time to move on to some cool weapons and animations. Can’t wait for the results.

Let us know what you think!

Kuality Games is back! – Art Update

Saturday, December 10th, 2016 7:22 pm

For the third time we will be joining our favorite Gamejam Ludum Dare and we are very excited to show some progress. If you are curious to see what we are up to, make sure to check out our Twitch: https://www.twitch.tv/kualitygames

Our enemy character is ready for retopping and animation;

We have seen some great looking games posted already and wish everybody good luck and lots of fun!

Thanks for playing Mushroom Muncher!

Monday, May 9th, 2016 3:04 pm

Before another LD is almost over, hope you all enjoyed it as much as we did! Unfortunately we couldn’t play and rate a lot of games this time, but hopefully next time we can!

If you haven’t tried out game Mushroom Muncher yet, you can check it out at the link below:

PLAY HERE!

Mushroom Muncher - Cover

We won’t be participated in next LD, but we’ll see you at LD37!

Cheers.

Mushroom Muncher: Environment

Sunday, April 24th, 2016 1:53 pm
Mushrom-Muncher-Cover-2k

Click on the image to play!

Hello everyone, Luka here from Kuality Games. Here’s a small post if you’re wondering how we made the environment for our game, Mushroom Muncher. I will be focusing on the texturing part that I did, by just explaining the basics.

Base/White-box:

First of course, we started off with the basics in Unity. Our designer Rafael set up a basic white-box of what was to be our main level in the game. Since we had time constraints because of the jam, we simplified things and decided that our level was supposed to be an arena where enemies would attack the player infinitely. This also reduced the amount of level design we had to do, as well as art assets. At this stage we had the basic level layout and overview of object scales/sizes.

Mushroom-Muncher_Whitebox

First white-box of Mushroom Muncher arena.

 

Texturing:

Most of the environment work was done through texturing. I decided to try Substance Designer for the first time and first thing we did was prepare base materials for our environment. Plan was to finish up materials at first and then apply them to the environment meshes that we would model, in Unity. This approach can be different of course, from the traditional “Model it, Fix the UV, Texture it in Photoshop/Gimp”. It didn’t seem like this approach saved a lot of time, but it did give us a lot of control and flexibility in terms of randomizing the look of textures in the game. By using substance materials, I was able to easily blend textures together and instantly randomize the look of Stones, Rocks and Dirt as well. So once the base materials were finished, I started to blend them together in Substance Designer and also exposed a lot of values that made it possible to edit materials in Unity, here’s the example of this:

Procedural texture properties (Unity's Inspector window)

Procedural texture properties (Unity’s Inspector window)

Here we can see couple of options where we first start off by choosing the surface (Ground or Cliff for example) and then we can start tweaking individual properties. You can see the example of this at work below:

Randomized Rock material - clean.

Randomized Rock material – clean.

Rock material - with dirt.

Rock material – with dirt.

As you can imagine tools such as Substance Designer in this case can be extremely powerful, for both big and small projects. I would recommend any game developer to try them. Here’s another example:

Stone- clean.

Stone- clean.

Stone - with striation.

Stone – with striation.

At this point base materials were done and they were ready to be used in Unity. Learning and preparation took most of the time, but it was worth it as at that point I could produce random and unique texture for our environment in matter of minutes.

 

Sculpting/Modeling:

This part was rather simple. Our artist Jenny first sculpted the base rocks in Zbrush, after that moved them to Maya where the low poly meshes were made and some Zbrush decimation errors were fixed. As a last part, she UV-mapped the rocks and exported them to Unity. Applying materials and assembling the scene was done in the game engine.

Mushroom-Muncher-Meshes

All of the base meshes we used in the environment including the ground sculpt.

In Unity:

After the meshes were prepared, we had everything ready in order to assemble the arena in Unity. Even though we had the ground sculpt prepared, we had to scrap it and go with the flat surface in order to avoid some of the gameplay problems we were having and particles intersecting with the ground. There could have been much more done about the ground, but in the game itself ground texture tiling wasn’t that visible and it didn’t make much of a difference in the end. We added some extra props quickly in order to make the arena a bit more interesting as we were running out of time.

Shot of the arena from the side.

Shot of the arena from the side.

 

Conclusion:

It was very interesting to work with Substance software for the first time and approach things differently, that is why I would recommend this to any artist/game developer out there. We did face some problems such as these procedural materials increasing the loading time of our game significantly, but that was due to bad optimization of these materials by me in Substance Designer itself. Even though optimization can help, these materials can still be quite heavy so that is something to consider.

In the end what we managed to create in three days still looks nice and doesn’t mess around with the gameplay, so I would consider that a success. If you have any questions feel free to ask on Twitter: @KualityLuka. You can also find us on Facebook.

Cheers.

Streaming now, Send in your games!

Thursday, April 21st, 2016 5:02 pm

We will be streaming for a bit, playing and rating some of your games. Join in and send us a link of your game if you’d like: HERE

Kuality Games Logo

Cheers!

Check out Mushroom Muncher!

Wednesday, April 20th, 2016 2:28 am

Now that the jam is over, it’s time to play games! Check out the the game we made where you eat mushroom men, grow in size and watch out for shape-shifting ones:

Mushroom Muncher - Cover

PLAY NOW!

 

 

Thanks for playing BoltStorm!

Monday, January 4th, 2016 6:38 am

Another Ludum Dare is almost over, we had a lot of fun participating this time as much as the previous time and we hope you enjoyed it as well. Let the year 2016 be a successful one to all of you gamers and indie devs!

If you haven’t tried BoltStorm yet, you can:

PLAY HERE!

 

We’ll see you next LD35. Keep making awesome games!

Cheers.

Merry Christmas fellow jammers! – BoltStorm

Friday, December 25th, 2015 5:45 pm

Hello fellow devs and gamers, we’d like to wish you a merry christmas!

BoltStorm - Merry Christmas

If you haven’t tried our game yet, you can:

PLAY HERE!

Enjoy your holidays!

Cheers.

BoltStorm – A week after the jam

Sunday, December 20th, 2015 9:08 am

Hello everyone,

It’s been a week already since we made BoltStorm, hectic snake-like dungeon shooter. If you haven’t tried it yet, we recommend you do:

PLAY HERE!

Bolt Storm indeed!

We did some major bug fixes right after the jam and now we’re working on gameplay and visual fixes for problems reported by the players. As for any other jam game, BoltStorm still needs a lot of work. If you have any feedback that you’d like to give, please do so as it will help us improve the game.

So How did we start with BoltStorm? To keep it short, our goal initially was to come up with a small concept and polish it well. Three main points of focus were: Simplicity, Juiciness, Progression. We managed to focus on first 2 points, but the progression part was lacking as the time ran out. We had more plans regarding progression but we ended up with something very simple, where player grows in size and as they level up, game becomes gradually more difficult by throwing a lot of enemies at them. Maybe we will expand on that later on.

Kickback, Screenshake, Damage feedback, Permanence.. just a bit of juiciness.

What needs to be noted is that we took examples from Vlambeer’s Art of Screenshake. If you are an indie dev and haven’t heard of it, go watch it HERE! (by Jan Willem Nijman) You will be surprised to learn that simple visual feedback in your game can make a huge difference.

There’s more to write about, but that’s it for now. If you’re interested in our projects or how we make games, find us on Facebook or Twitter and ask anything you like! Meanwhile we’ll be playing and rating your games(maybe Stream too?). Send us your games!

Cheers.

Good evening devs and gamers!

This Ludum Dare we’re working on a small survival shooter with simple progression that is similar to Snake. The theme for this game is Growing. We decided not to go for the two-button controls theme. In this game, a band of Knights try to survive the attack of the evil executioners! As player levels up, their numbers and firepower grow, but enemies increase in number as well.

– Stream Link! –

We already have most of the environment done including the characters and animations, you can see a bit of it from the following GIFs:

Knight follower – Idle animation

Enemy executioner – Idle animation

 

We still have a lot to do, including the environment props and projectile models,  particle systems, audio and UI. Our plan is to make the game as juicy and as polished as possible. We have some gameplay GIFs to show as well:

Initial gameplay – Less enemies

Enemy numbers increase and player levels up!

We’ll get back with more updates late, we still have a lot to do. Want to follow our Stream? Click here!

From Ludum Dare 31 to Steam Greenlight

Friday, October 16th, 2015 2:23 am

Hello fellow devs,

We haven’t been on Ludum Dare page for a while and we wanted to share our project with you that we’ve been working on since Ludum Dare 31.

We went from this prototype (Old Bounce’):

Bounce ’em Up – Old

To this:

Bounce ’em Up – New

 

Our game Bounce ’em Up is now on Steam Greenlight. We have a bit in-depth post on our Greenlight page that you can check out here: From LD31 to Greenlight – Bounce ’em Up
It has been quite a journey for us. In between these events we participated in Imagine Cup 2015 Games Competition were we came out as 2nd place winners!
Kuality_Games-Imagine_CUp_Win

 

This community and Ludum Dare game jam helped us get where we are today, and we’re still moving forward. We hope to inspire the developers here to do the same and keep working on their projects. If you’d like to know more, get in touch with us.

Cheers!

Bounce, Shoot and Ram! PLAY – Bounce ’em Up!

Saturday, December 13th, 2014 12:21 pm

Hello everyone,

We’ve been getting positive feedback lately on our 3D Bouncing Arena Brawler – Bounce ’em Up,  and we’d like to thank everyone who played and enjoyed our game! Thanks for the feedback guys and gals.

If you haven’t played yet, go check it out HERE!

B00M!

B00M!

Also, send us your games so we can play and give you feedback on it.

Cheers!

Kuality Games

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