Ludum Dare 32 — April 17th-20th, 2015 — Theme: An Unconventional Weapon

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Weathermage

by Exeneva - Jam Entry

You are a weathermage - a sorceress who utilizes weather effects to defeat your foes. But your enemies are many and your journey will be long. Will you survive?

"A mash between the expansive feel of The Elder Scrolls: Skyrim and the gameplay of Divinity: Original Sin."

Team:
Yang Pulse (Production, Menus, QA)
Adam Goodrich (Level Design)
Jose Contreras (Programming)
Adam Aagocs (Programming)

Made in Unity. Utilizes the following assets:
* Impulse Framework (Menus, Splash Screen)
* Burnblade UI
* Elven Sisters Pack
* DoTween
* Gamelogic Grids Pro
* FT Magic Effects, Volume01 and Volume 04
* Magic Projectiles v1.6
* Fantasy Music Pack 1.0
* Fantasy Music Pack 1.16
* Vectrosity
* Medieval Fantasy Audio Bundle
* Apex Path and Apex Steer
* RAIN AI
* Action RPG Characters
* Medieval Environment Pack
* Tenkoku


Downloads and Links


Ratings

Coolness100%
#661Mood(Jam)2.87
#889Theme(Jam)2.67
#904Innovation(Jam)2.33
#995Overall(Jam)2.54
#1003Fun(Jam)2.21

Comments

Geckoo1337 says ...
Apr 22, 2015 @ 4:37am

How many time we must wait so as to test your entry? I wait ++

Benjamin says ...
Apr 25, 2015 @ 9:44am

Hey ! I remember cohack, it was a great game ! Why dont you let us playing this one ? :D

Nikteddy92 says ...
Apr 26, 2015 @ 8:21am

Curiosity++;

Exeneva says ...
Apr 28, 2015 @ 8:36am

To everyone who has commented so far - I'm sorry there is no playable released yet. The entry was very ambitious and we accomplished a lot from a feature standpoint. The problem is there is a major gamebreaking bug in our pathfinding that makes the entry impossible to complete.

This image is a good depiction of our problem: http://i.imgur.com/FgDNnfD.jpg

We are working hard to resolve this so we can restore the playable version. This means we are removing our current pathfinding solution and replacing it with another one that is more robust. This involves rewriting a decent amount of code.

Thank you for your curiosity so far. I am sorry you have been unable to play our entry, but I am very proud of what my team accomplished and will post the playable version as soon as possible.

filipe.silva says ...
Apr 30, 2015 @ 10:48pm

the available link there was nothing to download. which is a shame because the image that was on the list of games really got my attention.

geekdrums says ...
May 5, 2015 @ 12:43pm

It was hard to find an enemy. but it's really challenging entry for 72 hours game jam :)

volkoivan says ...
May 5, 2015 @ 4:56pm

Well, I tried to play it, but three times in a row it crashed furing the loading and on the fourth time, when it loaded, there were no enemies on the way at all and I couldn't find the right way to go, becuase every direction was blocked somehow.
So, I can't give you any ratings, cause I just couldn't really play it

May 5, 2015 @ 6:37pm

Impressive work for a 72h jam.

DrPrettyPatty says ...
May 5, 2015 @ 7:37pm

Nice, solid composition of the assets to maintain a cohesive style! It took quite a while to understand that the green thing in the top left was pointing me to an enemy, but it was fun exploring in the mean time. The actual battle seemed kind of buggy, it worked but some kind of tutorial or description of how it worked would have been nice since I didn't get the turn-based-ness of it. But overall it's a fantastic idea, and I love the idea of using weather as a weapon. I would totally buy this if it were fleshed out and polished! Great work :)

May 5, 2015 @ 9:10pm

It looks awesome, I'll be waiting until a playable version! :D
Could you release an OSX version too?

acro says ...
May 5, 2015 @ 10:11pm

Graphically very well presented. Interesting concept of using combined weather effects to attack your targets.

nihilaleph says ...
May 6, 2015 @ 1:42am

I wish I could rate your game properly, but I just got lost at it >.< I did find some enemies but then I couldn't control weather anymore and they didn't attack me either... I did find the idea cool though, and it seemed nice to play it!

Snicklodocus says ...
May 6, 2015 @ 4:24am

I love the idea! This game seems extremely ambitious. I did have fun exploring and using spells, and the game has great mood, but I never really found anything to do. I'd be interested in playing a more polished version for sure.

kirbytails7 says ...
May 6, 2015 @ 6:42am

It was unplayable for me due to slow framerate, even on Fastest graphics. But, some comments:
- Don't make menu fades take so long. If you end up having a game with anything more than a main menu, that long of a fade gets old fast.
- I'll assume you didn't set up any background loading because of the time constraints.
- I'll also assume there's nothing fancy like a BSP tree for dynamically loading assets, though maybe that's handled by Unity's rendering.

Oh, I guess that was it...Probably that's not helpful, though. I'm not sure why the framerate was so bad for me.

PaperBlurt says ...
May 6, 2015 @ 9:15am

Ok bugs and maybe a bit to ambitious, but what you managed to do during this time is impressive.

May 6, 2015 @ 1:09pm

As others have said, you have a lot of assets and it's clear there's a lot of polish gone into the game, but what do you do? I couldn't find anything to do. The spells were cool but I was just wondering around for 10 minutes and couldn't find another soul.

In terms of things to improve: the menu fading is way too slow. Speed up the animation.
The instructions slide on the menu is unnecessary, since it only says what the start of the game says.
Right clicking to turn camera is unusual. I would expect to do this with mouse wheel scroll.
How do you exit the game? I would like esc to bring up a menu.

eemmbbeerr says ...
May 6, 2015 @ 2:10pm

Looked really cool, but than it started lagging and I lost the character. I couldn't figure out how to use the weather effects.

KaiseanGames says ...
May 6, 2015 @ 5:04pm

Nice game, really nice.

Geckoo1337 says ...
May 6, 2015 @ 9:18pm

As you said, this entry was very ambitious. It's a good project with some interesting features. In fact I think that we are really far of the LudumDare spirit - too many assets which have been imported. It's too serious for me. However thank you. A good mood ++

jhell says ...
May 7, 2015 @ 11:07am

Really impressive, some environments were well done and gorgeous, loved the overall atmosphere. However, there isn't much to do :/. Didn't encounter an enemy and didn't find the other village. Maybe simply drawing a road on the terrain texture to guide the player ?

Apart from that the idea does sound cool for the theme and you pulled a big amount of work on this.

Zeriver says ...
May 7, 2015 @ 4:08pm

Oh wow, it's really ambitious game. Maybe a bit too ambitious for Ludum Dare, i can see a lot potential in this game, but in it's current state it's too buggy. I really hope you will continue developing Weathermage because this concept seems interesting. As it is now it is kinda playable but it doesn't offer much although i like this turn based combat system and how this world looks.

MonoS says ...
May 8, 2015 @ 4:41pm

There are still a lot of bug in the game.

The arrow still point in some random direction [not binded to the camera] and make impossible to find enemies.
The pathfinding is still buggy in fact i got two enemies stuck in the mountains.

also the playfield is very big, i lost almost 15 minutes to find the first enemies and for a LD entries it's a problem because a lot of people surely will skip the game.

There are graphical issues all over the place, from wrong shadows to wrong LOD.

There are a lot of potential in this game, the combat mechanics [that are pretty weak at this stage] could be improved by a lot.

I wish you good luck for further development :)

Exeneva says ...
May 9, 2015 @ 2:37am

@MonoS: The arrow points in the direction of the other village you must reach, not enemies. We threw it in as a temporary measure after our intended minimap did not work out because our level was too big.

The playfield being big is intentional, although the wrong shadows and wrong LOD isn't something I saw on my end. I mention in our postmortem that we should have specified system requirements for this game, so it's possible the hardware demands weren't met.

goerp says ...
May 9, 2015 @ 5:50pm

Wow this is pretty ambitious!
The map is large, which gives a nice feeling of a complete world. The interface is easy to understand.
But the two times I played there happened not a lot and then I died without hope.

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