Ludum Dare 31
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Entire Game on One Screen

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B.Y.E. post mortem

Posted by
Wednesday, December 17th, 2014 12:49 pm

Intro

This is my third or fourth Ludum Dare I’m in. For this jam I decided to test my idea of terrain destruction to be done in Unity because I wanted to use it to port my old game I’ve been making with other guys for Global Game Jam 2012. It was the first time when I heard of game Liero and we used similar targeting and ninja rope from it. I never quite got time to port the game (we wanted to publish it on mobiles) so my idea to create destructible terrain was quietly developing in my brain :).
For this Ludum Dare I decided to make 2-4 player deathmatch game on single screen inspired by Super Mario Smash Bros I played recently, use destructible terrain with a lot of shooting because everyone loves shooting action, right? :). Also I thought that this shouldn’t be rocket science to do because I didn’t have whole 48 hours to spare :( (I got comics workshop in that time, trainings etc. etc.)

What went right

Terrain generation, destruction and reconstruction! For my idea I used Unity built in 3D Terrains but viewed them top down with a crossed plane in the middle:

ok8sxd

Terrain was generated with Perlin Noise function also available in Unity and collision detection with terrain was already there too. For terrain destruction I wrote my function to update terrain heights so that destroyed terrain would lower itself below plane in the middle. It was tricky to do it because I imagined the game screen and terrain should be looped so It wasn’t very optimized in Compo version. Result of terrain destruction and deconstruction from falling debris:

Terrain destruction

I wanted also to include ninja rope to climb but I ended with simple jetpack because it was easier to implement and because jumping wasn’t working so good (Physics for platforming doesn’t always work very well), jetpack replaced need for jumping :).
Finally I’ve added shooting with bazooka and machine gun and second player which resulted in compo version.

What went bad

I haven’t got enough time to make proper player avatars so there were only spheres in compo version. I haven’t got time to implement all sounds I wanted and add more weapons, weapons switching etc.
Compo version is not very optimized because terrain destruction modifies whole terrain. Collisions are not very good so when player avatars are close to each other they don’t hit themselves.
And most important thing – I haven’t got time to make any title screen :).

Now?

I liked the idea of terrain destruction and oldschool hot seat fun multiplayer shooting so much I decided to make more proper post-compo version.
First thing I started with was creating avatar for players. Again I got crazy idea that I wanted to realize, use plasticine to make model in T-pose, scan it to computer and then animate it! My girlfriend Paulina made fun plasticine model of a soldier with jetpack, then I used Android mobile app Autodesk 1-2-3DCatch to make series of photos of this model, this was sent to the cloud by app and in a couple of minutes I got nearly complete 3D model. You can see some photos and model on Autodesk page here: click click

Plasticine model

I downloaded .obj files with textures and using Blender I removed all background stuff, stitched all gaps, made some other errors (never use “Remove doubles” on model with defined texture UVs! – use Decimate modifier!), fixed T-pose, rigged model and started to make walking animation.

Rigged walking model

After that Paulina made plasticine models for weapons, they were tiny so I modeled them myself in Blender. Only used photo as reference:

bronie

Next I made model animations with character moving hands+head up and down and simultaneously weapon rotation animations so they could be blended with character walking animation. At first it didn’t work because animations were on a single action timeline and Unity wasn’t blending them. I needed to separate them to different action and then put them again on a single NLA Strip o_O. After that and some coding for animation blending it started to work:

Walking and shooting blended!

Then I fixed bullets origin on the end of weapon, added extra weapons to already implemented uzi and bazooka: shotgun, pistol and grenade launcher. Next I added blood particles:

Blood particles

I played a little bit with Unity ragdolls to test if they would work with my model and … it worked great as you can see from this test:

Ragdoll test

Paulina made me really great logo for game’s title screen and finally I got permission to use two music tracks for title and in-game from DADi ( soundcloud , Facebook page ) – once again BIG thanks! They fit nicely to the game I think.

You can watch results here:

Future!

Post compo version is available for all of you to play and have fun with it. If there will be interest I will be more than happy to develop it further. Among many things game needs some more optimizations, computer opponents and maybe online modes.

I’m waiting for all suggestions, comments etc.

Game entry page
Post compo downloadable version (free or small fee if you like)
Browser version

Thank you all and I’m back to playing all those fantastic games you all created :)

RIMFALL – gameplay video

Posted by
Wednesday, August 27th, 2014 4:32 pm

I’ve decided to record gameplay video from my augmented reality game and LD#30 entry ;) Yes, I know I look silly playing :)

Gameplay video

game link

Gender’s Game [GGJ Entry]

Posted by
Tuesday, January 28th, 2014 8:58 am

Ok, here’s ours (Aidenn, Thraden and mine) entry for this year GGJ:

GGJ Entry page

Read Instructions/README file before playing :)

We are waiting for any feedback (should we continue this, what’s ok, what’s not etc.)

HeartBreak Crescendo – my Global Game Jam entry

Posted by
Friday, February 1st, 2013 5:07 am

I’m forgetting to post this :) Here’s video of game I had a pleasure of cocreating on this year Global Game Jam in Poland, Kraków:

 

Game won 1st place ex aequo with Broken Heart – http://globalgamejam.org/2013/broken-heart

You can grab executable for PC, Mac, Linux, Android and Unity WebPlayer version here:

http://mindhelix.pl/heartbeat

Have fun and please comment :)

Greetings goes to aidenn, robert.was.krk , koshmaar and other participatns of GGJ in Kraków, Poland.

 

I’m in

Posted by
Friday, December 14th, 2012 12:47 am

I will try to participate but in the same time I will be returning home from work in germany to poland and I had plans to finish up update of my game JengAR and publishing it to iPhone/iPad. We will see :)

I will be using Unity 4, blender, gimp,sfxr, ColorsDS, freesound.org and maybe some free *SECRET* “modeling” tool I’ve been planning to use :)

JengAR – new version

Posted by
Tuesday, November 13th, 2012 2:49 am

I’ve just published new version of my Ludum Dare October Challenge game on google play. Previous version required to print and assemble cuboid marker.

Now I’m using other library that can use anything as marker.

Here’s new gameplay video:

 

And link for LITE version:

http://play.google.com/store/apps/details?id=com.mindhelix.jengARLite

 

I already have reports that it works slugish on some devices (Google Nexus and HTC Desire Z). Guys and gals – I’m waiting for your reports :)

Next – some obviously needed optimizations and iOS version.

October challenge finished + Lite version of my app

Posted by
Thursday, November 1st, 2012 10:37 am

Ok, it seems I earned somewhere between 1-2$ on my game on google play so success :)

http://play.google.com/store/apps/details?id=com.mindhelix.jengAR2

 

And today I released LITE, ad-supported version, you can get it here:

https://play.google.com/store/apps/details?id=com.mindhelix.jengARLite

 

Hope someone will enjoy it :)

dogbomb’s birthday giveaway

Posted by
Tuesday, October 30th, 2012 7:45 am

Ok, my android game for October challenge is on dogbomb’s giveaway. If you want to win a copy just retweet:

:)

JengAR entry

Posted by
Sunday, October 28th, 2012 3:45 am

Sorry I forgot about making entry so here it is:

http://www.ludumdare.com/compo/october-challenge-2012/?action=preview&uid=8471

 

JengAR – my october challenge entry!

Posted by
Friday, October 26th, 2012 5:31 am

Ok, today/yestarday I’ve released my game on android google play. It’s augmented reality game so it needs device with a rear camera and printing special marker to track player position. You can find more info on:

http://mindhelix.pl/JengAR

In a few weeks I’m hoping on also releasing it on iOS. Just have to obtain some MacBook and iOS device for testing ;)

 

edit: http://www.ludumdare.com/compo/october-challenge-2012/?action=preview&uid=8471

Gameplay footage

First thoughts

If you use Unity to develop make sure you have JDK 1.6 installed instead of 1.7. The latter one just cant’ seem to sign your software in a right manner and applications after downloading from store just can’t install.

I’m planning releasing free version with ads and maybe time limit.

I’m in!

Posted by
Monday, October 15th, 2012 1:38 am

Just a second ago I saw “I’m in” post from another user and I just realized I haven’t post mine :). So here it is. I’m working on puzzle game…That’s all I can say for now :).

I started the same day as October challenge started and it’s mostly finished. My Google Play dev account is setup already. I’m developing in Unity (not pro version :( ) so it’s probably going to Apple App Store 1-2 weeks after releasing it on Google Play.

I have tons of new ideas per day so after finishing this one I’m finishing my previous project that I started writing in Android Native. I’m still porting it to Unity now.

My goal: earn 1$, 10$ … X bucks needed for unity pro version + android/ios :)

I’ve still not decided if I should distribute only paid version for like 0.25 – 1$, or two versions: FULL + LITE with ads and some limitations.

Post-compo version

Posted by
Sunday, September 16th, 2012 5:07 pm

I’ve uploaded “final” post compo version of my game for LD#24. Please check it:

http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=8471

From new things:

– Title screen

– scores, lives, instructions on screen

– bananas

– third level with new mechanics!

– more balanced gameplay (but there’s still this dreadful rotating platform :)

– end screen

– high score system

I’m planning to write more in postmortem sometime tomorrow. So see you tomorrow

 

 

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