Ludum Dare 35 — April 15th-18th, 2016 — Theme: Shapeshift

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Noble Sacrifice

by Kharza - Jam Entry

A simple farmer must heal the land with the chalice of life.

At least that was the plan, but I didn't finish it, so it is mostly just smiting down some monsters :)

There's no ending; I had planned 5 areas with a final boss kind of thing, but ran out of time.

There's also no way to equip the lovely plunder you scoop up. I tried to get an inventory screen working but ran out of time.

Enemies are missing a glow when moused over which only seems to work in the unity editor.

PC Builds have configurable controls, but for the GL:
Left Click: Move/Attack
Right Click: Heal Spell
V: Sprint
A/D: Turn Camera
MouseWheel: Zoom
Shift: Hold Position (useful for targeting)

This is a jam but I stuck to the compo rules except for running out of time.

Downloads and Links




PeachTreeOath says ...
Apr 19, 2016 @ 4:01am

Those monster screams will give me nightmares haha

ragnta says ...
Apr 23, 2016 @ 8:05am

Hi, I think this game is unfinished, but the concept is good :) I have a hack'n'slash, too. You find it at my account at my gamelist (That game is not my Ludum Dare game, but I think I will like it)

HuvaaKoodia says ...
Apr 23, 2016 @ 10:22am

I applaud the effort of trying to build an ARPG in 72 hours, but that's not so say it's a good idea.

I'm not going to criticize the entry as it's unfinished. Rather I'll give you some pointers on rapid development based on the timelapse and the postmortem.

- Smaller scope (features? kill them!). In this case 3D world & graphics, real-time battle system, inventory/loot system (with GUI) and audio creation/implementation turned out to be too much to bear. Rule of thumb: there should only be at most one system/feature you are unsure of, preferably none. Having made all sorts of systems before and being able to reuse knowledge, code and assets from previous projects is a big bonus (which only comes with experience unfortunately)

- The most important thing with a tight deadline is to have a fully (80% at least) functional prototype ready at the half way point. If you can't achieve this either the design is over-scoped, you under-performed or external forces ruined everything (power outages and the like, you know the stuff). Cutting features and focusing on bringing the prototype up to speed can still save the project, but it’s not going to be easy.

- Creating and implementing graphics should start after the prototype is finished, not one moment before. Up until that point everything should be using temporary "programmer graphics" (i.e. default cubes and spheres). There's no need to create temporary graphics that sort of resemble humans/animals/etc. They look just as bad as cubes (maybe even worse) and take much more time to slap in.

- Audio last. If the main output method of your entry is not completely audio based (which is usually the case), then audio is your last priority. Creating audio yourself also eats up more time than just downloading some off the internet. The jam rules allow this and it is much faster. The internet is full of royalty free sound effects and music. Researching a few good sites before the jam is beneficial.

- Teamwork is a big boost. A well managed team can pull off truly great things (this is a skill of its own, of course). Teamwork also allows to parallel process tasks. If someone only wants to work with audio, they can do that from the word go (and it’s not away from the programmer’s time). Basically some of the above rules can be circumvented with more hands on deck.

That’s about it, hopefully this advice is helpful. Keep at it and you’ll do great!

Kharza says ...
Apr 23, 2016 @ 8:18pm

Thanks for all that HuvaaKoodia! Some great advice in there and I noticed you write great posts in general (lotsa cool gifs :))

I had a bunch of stuff I could have re-used but I set out to do the compo, so I ended up sticking with the compo rules.

EdoCreate says ...
Apr 28, 2016 @ 7:13am

Interesting idea and realization

Kharza says ...
May 6, 2016 @ 12:29pm

Oops, I left the pdbs in the zips. Sorry about all the many wasted jigglybytes. Updated the zips sans pdbs.

Kharza says ...
May 6, 2016 @ 12:30pm

Wait who am I kidding? You probably all played webGL :D

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