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Ludum Dare 36
 
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Almost Done!

Posted by
Monday, August 29th, 2016 4:46 pm

View post on imgur.com

Almost done! just got to get sounds and a tutorial working!

See a Preview of our game

Posted by
Monday, August 29th, 2016 12:09 am

Beta version of our game will be streamed at https://www.twitch.tv/thecatspjsgames

Come see what our game looks like in our first playthrough.

Heading to bed, but not before an update!

Posted by
Sunday, August 28th, 2016 2:07 am

Finished adding all the units into the game, now to polish the AI and make a nice tutorial!

TheGangsAllHere

Day 1- Check

Posted by
Saturday, August 27th, 2016 8:58 pm

Our team has been working all day and all our efforts are coming together nicely.

It is starting to feel like a game.

LudumDare36Screen2

Our game now has two songs

Posted by
Saturday, August 27th, 2016 7:26 pm

Thanks to our guest composer Superdisk we have two songs for our game

Background music for during battle

 

and Title Music

 

Let us know what you think!

Updated Art

Posted by
Saturday, August 27th, 2016 5:53 pm

With some assistance from Unity Asset store we’ve upgraded the art

From

Cq5MDrQUkAEmNU_[1]

 

To

Unity Assets

 

I hope no one ever underestimates the value of a skilled artist. We hope next time we can have an artist on our team and not have to rely on Unity Asset Store. Thank goodness that Unity offers free assets.

Updates from the Cat’s Pajamas

Posted by
Saturday, August 27th, 2016 5:12 pm

We’ve made some progress today.

Crafting system works! LudumDare36Screen

Our guest composer is also working on some battle music.

Hopefully we can continue to make good progress for the rest of the day.

Battle system is a go

Posted by
Saturday, August 27th, 2016 3:45 pm

BattlePreview

Got units fighting each other and damaging the castles!

Preview: First Art

Posted by
Saturday, August 27th, 2016 2:11 pm

The Cat’s Pajama’s here, we like the game idea we have for Ancient Technology.

We don’t have an artist on our team for this Ludum Dare, but we were able to use some textures to help us build assets.

Resources

Not sure if the metals are easily distinguishable, but we’ll keep working on it.

Looking forward to see how others will translate the theme.

This time with Music

Posted by
Saturday, August 27th, 2016 1:48 am

We don’t have an artist on our team, but we will be working with a guest composer SuperDisk for this LD 36.

He’s already made some great menu music for us.

You can listen to a sample here

Soon it will be time for bed, but we are making progress on our Ancient Technology Idea.

Good Night everyone.

Cats Pajama’s Let’s Play

Posted by
Friday, April 29th, 2016 8:44 pm

We will be streaming your Ludum Dare 35 Games. If you want us to play your game join us in the chat!

Watch live video from thecatspjsgames on www.twitch.tv

Follow us on Twitter to find out when we are streaming next

Not In.

Posted by
Thursday, April 14th, 2016 4:42 pm

It is with a heavy heart that I have to announce The Cat’s Pajama’s will not be able to build a game for Ludum Dare 35.

Since our team has commitments this weekend (or will have to endure construction near their workspace) we’ve decided to support the Ludum Dare through encouraging others, but sit this round out.

It has been an honor and a privilege to participate in the two ludum dares previously, and we will miss the challenge.

We are going to try an hold a personal Jam the weekend of May 6th-8th, when everyone should be available.

In the mean time you can follow us on _twittertwitter for updates about our team, or follow our new  twitch channel where we plan to play the games others make this weekend.

Lastly you can watch the trailer for our Ludum Dare 34 game, we just finished this last week:

Gearing up for Ludum Dare 35

Posted by
Friday, April 8th, 2016 4:07 pm

Our team is eager to start voting on the themes for Ludum Dare 35.

We’ve done 2 jams before, and are looking forward to our third event.

Hopefully we can continue to improve

  1.  Goblins
  2.  A Shot in the Dark
  3.  TBA

This time one of devs will be taking a break since he will be graduating on April 23rd,  so all programming will be done by Phoenix Smith this jam. Congratulations Paul and we will see you next time!

We are working to secure more teammates, but no matter what, this will be a great event.

Phoenix is going to try and Stream the event on his twitch channel, and we will be posting screenshots and updates on Ludum Dare and our Twitter during the event.

Happy Gaming everyone

 

A Shot In The Dark Post-Mordem

Posted by
Sunday, January 3rd, 2016 5:29 am

AShotInTheDark

Game Description

A puzzle game focusing on level discovery through the use of illumination. Use multiple perspectives to find the path that leads to the goal. While viewing your character from above you can navigate the world and switching to a first person view you can shoot light emitting arrows to light the world around you.

Before the 3 days

Planning:

  • Leading up to the final day our team shared our voting results on our Slack message board. We would talk about what we enjoyed and disliked about each theme. Once the final vote was open our team gathered on Skype and discussed the final themes that we enjoyed and disliked. Together we created a list of game ideas for each theme. We stacked up some of the game ideas to cover multiple themes, this allowed us to have fewer game ideas so we could focus on making them more developed.

Once our team had decided that most of our games would be created in 3D, we began researching 3D game development in Unity. During the few hours before the Ludum Dare our team watched videos such as:

Things we had before the start:

Challenges

  • Timing of Ludum Dare wasn’t ideal:
    • Leading up to the event we communicated by Slack instead of having in person meetings. We tried to maximize time we did have available by having agendas for discussions before Ludum Dare, and using Skype to communicate throughout the weekend. We also prioritize letting team members sleep/break when they needed.
    • An example of our timing problems was: our artist had other responsibilities that weekend and had to split their focus on Ludum Dare and their own responsibilities. This was mitigated with the help of coffee, coffee, more coffee, and dogged determination.
  • One of level designers did not always have things to work on:
    • Periodic check-ins about what could be done to help teammates were conducted hourly by the team member.
  • Time:
    • 3 days is never enough! Comparing to previous projects we found this game was more polished and complete compared to games we had 6 months to work on. Overall we have found that the more games we work on the better we become.
  • Theme:
    • The team struggled for inspiration on the selected themes, but with a quick reconstruction of previously created themes we developed an idea that we were both satisfied with and was scoped well for the Ludum Dare. Although the game we wanted to make that was out of scope was: a game in which the player discovers new lands and makes a map of their discoveries everyday. When night approaches the player would sell their maps to gain money to buy upgrades on their explorer gear. We had plans for this game being procedurally generated with a vast amount of places to explore, unfortunately this was out of scope and we decided to go with plan B.
  • Unity Scene merging problems:
    • While working on the project our Unity scenes would not merge correctly and required each team member to reimplement anything done in a scene by another member. This was fixed by unignoring meta files and correctly setting the mercurial configuration file on all developer machines. This fix was unable to merge scenes created before the fix, but worked for all scenes created after the fact.

What went right during this Ludum Dare:

  • Found free open-source music online to fit the theme, and contacted artist about inclusion into our game. He was excited and posted about the game on Facebook. The music and ambience added to the atmosphere game.
  • Several compliments about Mood and Scream in game.
  • Visuals reflected a minimalistic style that we enjoyed.
  • No one died, everyone ate, we were able to attend to life responsibilities during the weekend as well.
  • Camera controls in third person turned out great.
  • Modeling a 3D character, rigging and animating in just 5 hours.  We are very proud of the amount of 3D environment props that were created as well.
  • Streaming people’s games on Twitch and watching Ludum Dare streamers play our game was very enjoyable for the whole team.
  • Lots of great feedback on the game (People loved the scream)
  • Female main character.
  • The team completed their first 3D game! (Yay artist!)

Things we would like to do differently next Ludum Dare:

  • Build a level editor.
  • Sleep the night before/take a nap before the theme reveal.
  • Request vacation for all three days.
  • Not have finals directly prior to the jam.
  • Zip files. No installer.
  • Release for all platforms upon completion.
  • Test levels with someone not on the team.
  • Leave more time for visual polish at the end of development.
  • Post progress to Ludum Dare during the 3 days we are developing.
  • Optimize the game to be smaller than 50MB

Future Plans for “A Shot In The Dark”

  • Implement an engaging story
  • Create a more open world design similar to Zelda games, where parts of the game are block off based on what powers/upgrades you have unlocked.
  • Make levels which use all the implemented features.
  • Either remove one of the perspectives, or sync rotation between them.
  • Fix the falling bug that allows people to get stuck on the corners
  • Add Cat’s Pajama Logo
  • Create a compelling UI
  • Polish the visual style and the Character animations.
  • Reduce the load time when launching game by removing some of the larger sound files.

Credits

  • Designers:
    • Paul Schwarzwalder
    • Phoenix Smith
  • Programmers:
    • Paul Schwarzwalder
    • Phoenix Smith
  • Artist:
    • Lynne Startup
  • Level Designers:
    • Jami Schwarzwalder
    • Phoenix Smith

Data Box

​Developer: The Cat’s Pajamas

Publisher: Ludum Dare/Itch.io

Release Date: December 14, 2015

Platforms: Windows and Mac

Game Link: http://thecatspajamas.itch.io/a-shot-in-the-dark

Ludum Dare: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=66266

Twitter: @TheCatsPJSGames

Team Size: 4

Length of Development: 3 days

Lines of Code: 1403

Development Tools: Unity 5.2, Visual Studio 2013, 3D Studio Max, Photoshop, Audacity

Asset Resources: Free Music Archive, AudioMicro, freesound.org, YouTube Audio Library

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