Posts Tagged ‘10 seconds’

Timey Wimey Stuff – Apotheosis Post Mortem

Posted by (twitter: @bytegrove)
Saturday, September 7th, 2013 3:41 pm

player_1

 

sad

Reaction to the theme

When I woke up on day 1, the theme I most feared would win had won. “10 seconds”?! Too specific. .. Urgh. On the other hand, that’s how I always react, I remembered.

This post mortem was written a little late, and pretty hastily. I filled it with as many pictures as I could, so that you’ll have something to look at while enduring the ramblings.

Based on my previous entries, I was determined on a couple of things (do not regard this as general advice or anything):

  • Keep the scope clean and simple, center around one core game mechanic.
    I do not consider myself a good game designer. I’ve been programming for longer than I’ve been “properly” designing and evaluating gameplay. Thus, the lure of writing “cool code” is always there and gets in the way of making a fun game.
  • Make it 2D.
    All of my previous entries were in 3D. I love programming 3D game logic. But 3D does add complexity in every stage of development. And I always spend too much time in Blender, modeling, animating and UV-mapping(I also wasn’t really keen on pursuing the minimalism angle again).
  • Make use of the freshest gamedev knowledge in your brain.
    During the summer I’ve been working on a 3D platformer, so all the platformer specific stuff was right there in my brain, unboxed and ready to be picked. I only needed to remove one dimension(and a boatload of quaternion math). Simplify, simplify!
  • Make the game longer than 10 seconds.
apotheosis gameplay

Rewind, Replay

Brainstorming

I regret waiting this long for writing a post mortem. I’ve forgotten a lot of my brainstormed ideas. There was something with duels and seconds, but I never could center a fun gameplay mechanic around it. Later on I’ve seen several games using this interpretation, which is awesome!

There were also some clock ideas, with collecting the second marks of a clock as well as some idea of just making some arbitrary collectibles and refer to them as seconds(ugh).

 

Screenshot of the finished game

 

Braid+Mario Bros

After some thinking I wondered if I could do something cool with a rewinding ability. There are of course a lot of games already with this kind of functionality(Blinx, Braid, Ratchet & Clank, Super Time Force, to mention a few). I also wanted to keep the scope simple and by adding time rewinding (and possibly splitting timelines and paradoxes and gigawatts and what have you) I could risk ending up with something very bloated,unpolished and confusing.

So I thought about the very first Mario Bros and its single screen layout, and decided to make something similar to that.

Classic

Classic

 

What I ended up with in the end is a game in which you have to defend a fragile artifact from invading monsters as well as guide said artifact to a vortex in the sky. To elevate the artifact you have to rewind time (let’s call it a time defying magical artifact, mmkay?). Rewinding time also let’s you try that rewinded section of time again while your “old self” replays itself. Easy peasy.

 

I later realized, to my horror, during a debug session, that this was very much like the – what I thought at the time – super confusing shadow levels in Braid. I think I should go back and replay them, maybe I’ve learnt something.

Oh, and also, you can rewind a maximum of 10 seconds into the past and you have to wait the rewinded amount of seconds for the rewind functionality to reload. Which is a little too similar to what ended up being the premise of the very last episode of Futurama. Cool. Creepy.

Oh, and lasers.

Lasers.

Lasers.

Step one, global timer + rewind

My choice of working environment was my classic Unity setup. So the very first thing I set out to do was to make a rewindable replacement for the Unity engine’s time stuff.

It was easy but fun, and I wasted a couple of minutes just watching the seconds ping-pong back and forth. The simple pleasures.

 

Step two, transform buffer

The second step was to make some kind of buffer system for Unity’s transform component. With a 10 second restriction I could skip a lot of general stuff and make it explicitly for only 10 seconds. This buffer is read from while rewinding and replaying, and written to while playing. It was pretty cool the first time I saw it in motion. Ping-pong, ping-pong! xD

 

Step three, thumbnailing of level

Another thing I didn’t want to do this time around was to shove all of the art creation onto the last day. I wanted some pretty stuff in the game asap! As I didn’t really know what I wanted, I began by sketching out some rough thumbnails.

 

Thumbnail painting of level layout

Thumbnail painting of level layout

songs

My main source of inspiration for the art was the book cover of the awesome novel by Arthur C. Clarke: “The songs of distant earth”. Which is also the inspiration for the awesome album by Mike Oldfield going by the same name.

Another source of inspiration was the beautiful grass-, wood- and dirt art in Rayman Origins. Such a pretty game. Also, I wanted to add some red hues in all that green.

Rigidbody-based Player controller

After having drawn for a while I got the urge to program some more. I began implementing the player controller. The already existing rigidbody system in Unity is pretty neat, and you can get some really nice results when using it for player controllers instead of the built-in “character controller”-body. And you don’t have to worry about collision bugs and explicit collision events later on. The workings of this was also fresh in my memory from just having implemented similar stuff in 3D, so its implementation went pretty smooth.

After I had it working I hooked the player object up to the time buffer component from before and added some state handling to switch off input and so on during replay.

 

Level

I then went back to working on the level. I began by blocking out all the platforms(based on the layout in the thumbnail), and then I began working on the final art for the platforms. I made several separate chunks with grass and rock formations which I could build up the level of.

 

Timelapse of painting level parts

Timelapse of painting level parts

Then I got determined on making a sprite shader with lightmaps and other stuff. Big mistake. I got completely stuck with some of Unity’s weird sorting behaviours and spent too much time reading confused forum entries and lackluster documentation. I abandoned the idea after a couple of hours, and went for a simpler and built-in shader. By then my mood was at rock-bottom, but luckily this was the only real bump in the road this time around.

 

More work on the player

I then shifted my focus back to the player character. Based on the time I had left and not really determined on the art direction I wanted for the characters, I decided to make the player low-res and in black and white.

Timelapse of drawing player sprite

Timelapse of drawing player sprite

I figured the most importart part was to have the silhouettes there and if I got time to spare I could colour the characters. As I never got that time however, I’ve gotten some critique of the kind of mish-mashed art style I ended up with. And I understand that critique. One could counter with that the mixture of monochrome characters and coloured landscapes are “cool”. However, as it wasn’t my intention to make it that way, the result does not feel intentional, uniform or polished.

 

Implemented duplication of player on rewind completion

Another fun challenge was implementing the “duplication” effect after the player has performed a rewind. In the first iterations I got some hilarious recursion bugs filling the screen with player objects and crashing the game in milliseconds. 😀

When I had all that sorted out, the game looked like this:

Progress after day one

Progress after day one

 

Music

After I felt that the player controller and rewind-stuff was solid enough and the roadmap of permuting objects and components into the remaining game elements felt clear enough, I began working on the music.

Apotheosis music (Soundcloud)

Figure music creation app

Figure music creation app

Prior to the compo I had discovered a pretty neat music app for iOS with simple controls(perfect for a tone deaf audio noob like myself) but with enough depth to make relatively unique samples.

It’s called “Figure” and I really recommend it if you want to make some simple loops or just play around. I used Bfxr to make sound effects, I had planned to record some as well, but by the time I got around to start making sound effects I didn’t feel like I had enough time to spend on recording and editing. Maybe next time I’ll do it as (based on the critique I’ve received on my entries so far) bleep-bloop effects aren’t too well received in non-pixely games. And I can see why they might feel a little out of place.

 

Finale

The last ten hours went by in a blur as usual and this time they involved GUI, particles, sprite animation, a rewindable animation system, enemies with their own animation, some super quick copypaste-magic for enemy AI as well as end-game conditions.

This is a video of the resulting gameplay:

 

And a timelapse video based on the stream data:

 

Feedback and post-compo

I was stunned by all the great feedback I received this time around! Thank you all once again!

I got a lot of response of the gameplay itself, which spurred me to add some more depth to it. And I found out that when you understood the core concept of the game, the powers of the player didn’t make much sense anymore and the game could be beaten with a one second hi-score without any effort. 😛

So in the current post compo version I’ve changed some of the enemy spawning behaviour, added extra difficulty levels and added a rewind punishment when touching enemies(instead of being invulnerable). I’ve also made some changes to the weapon, making it less effective when rewinding far, and more effective the longer you do not rewind(adding some more depth and ways to strategize).

I’m still open for more feedback though, so you’re welcome to try the post compo version if you’ve rated the original!

player_0

Good

  • Prepared.
    I had bought all the food and snacks and made all the errands and downloaded all the tools beforehand. Development went smooth.
  • Location.
    Went to a friend that was also participating and worked there. A lot more fun when you’re more than one. Also, it was a bigger apartment with more shade, haha.
  • Scope.
    Kept it simple. One core mechanic, and a pair of sub gameplay mechanics. Kept the code and art modular, but didn’t overdo it. Ugly code? Yes. Who cares.
  • Bugs.
    Very few of them. One nasty shader ordeal, threw it away.

 

Bad

  • Game logic depth.
    Some of the gameplay aspects confused me, so I didn’t catch some pretty large flaws. Fixed some for post compo. I want to allocate more time for game testing next time around.
  • Stream.
    First time I streamed, I got some positive feedback on the music I played. But other than that I guess my showmanship is pretty lacking, as I had a maximum of five visitors at a time. Maybe I should post more links to the stream next time? I don’t really know.
  • Controls.
    I think almost everyone was confused by the control scheme and the aiming system. I’ve reworked it in the post compo version, but I’m pretty sure what many wanted was soldat-like aiming, which I’ll never add. 😛
  • Mixed art styles.
    I would have liked to allocate more time for creating prettier character sprites more in tune with the environment.

 

Another screenshot

 

Conclusion

All in all, I had a blast making this game and it has better gameplay than my previous entries in my opinion. However, the core gameplay turned out to be yet another cool-code trap sorta. I did not pour hours upon hours on getting it to work though. Making some neat art during day 1 instead of postponing created a great morale boost. Making a 2D game made it easier to create polished art in the style that I’m most fond of, and I got more content done in the 48 hour timeframe.

K.I.S.S. F.F.S. !

player_1Entry pageplayer_1

 

Oxy Post-mortem

Posted by (twitter: @hbocao)
Saturday, August 31st, 2013 11:53 am

Hey there,

I made a little game called Oxy (please give some feedback) and here it’s its postmortem.

The background

I like games and I play a lot of them. I got into programming because I wanted to make one, but never finished any worth showing project.

The Beginning

I wasn’t going to enter LD. I was only waiting for the theme announcement and I was just going to play around. I had no idea of what tools to use or how to make it. The theme was out around friday at 23h where I live and I stayed up until 2h in the morning trying to think of something to start. All I got was an “old” idea that could be adapted to the theme, but it didn’t feel right. So I went off to bed and started thinking about giving up.

The Concept

The basic idea of 2 divers in an underwater cave only hit Saturday morning. From this moment on I had a blast of ideas. Some of them were good and others, totally crap. Like the idea of moving the 2 characters at same time. I’m so glad I didn’t push it. It would ruin what become the best decision I took. Finally I got to the idea of having the 2 characters, but one of them would be unconscious and would be in need to be dragged around. Both would be in a underwater lab that would need 2 people in different positions at the same time to push the buttons to open doors. The only thing that I was certain about it, was [SPOILER-select to read] that Dave wouldn’t make to the end alive. My main goal was to make the player feel attached to Dave and then, well, kill him. [/SPOILER]

The bad

  • Instructions: I think I could have made a better job at explaining the game to the player. I made the “title”, “game over” and “win screen” in a heartbeat before the due time. I almost forgot to include the controls.
  • Planing: I hadn’t planned anything at all. Not even whether I was going to participate or not. That made difficult to polish some ideas. Next time, I hope to be more prepared.
  • Short: This is kinda good for the competition, but I wish I did more story-wise. I wanted to create a connection between Dave and the player, which some people got it, but I think I could have done a better job here. It feels a little forced how it all happens.
  • Difficulty: Well, of course I’m the master of my own game, but there’s other people in the world, with different skills and patience. Once you died, you had to go through all again. As some user stated, it felt like a chore (even if at the end it was a rewarding one). Some people suggested some sort of checkpoint but I think that would break the immersion. It just needed to be a little more easier.

The good

  • Finished: Hell yeah. I f****** did it! I finished something that I’m not afraid to show. \o/
  • Music and sound: Many users loved the music and so do I. I was very lucky to find the Circuli app. I spent a bunch of hours playing with many music generators (because I have no talent), but none of them felt right. I like how I made the sound effects (the 2 of them haha) fits with the music and ambient.
  • Mood: The music really sets it, but I think that the little narrative and dilemma makes it full circle, even with the short duration.
  • Controls: Even while I failed at explaining them, they were pretty easy to master and they felt right.
  • When Dave dies, the game continues: I think this was best design decision that I made. Because when it happens you think “it’s over!”, and then it’s not over, but you have to drag the dead body of your friend. Not everybody got a deeper thought about it in this “silly game with puzzles”, but that’s what I was aiming for, so I’m glad that some people noticed and thought about it.

If I had more time

  • Graphics: I really can’t draw as I stated in my entry post, but I know I could make, at least, the scenery look better and not THAT amateur and generic.
  • WASD: I completely forgot to include these keys. I planned to do it, but I just forgot.
  • Story: I think a better background story for both characters would make it easier to achieve my storytelling goals.
  • More and better puzzles: Well, that’s pretty much it. More and better puzzles. :)
  • Two endings: I wanted to make two endings: [SPOILER MAYBE-select to read] One if you crossed the final door with Dave and another if you didn’t.[/SPOILER MAYBE]

Future

I really liked my idea, but the execution was mediocre to good, I guess. So I intend to take this to another level. Make it a full game. I hope to do so.

Final thoughts

I had a wonderfull time. It was an intensive, scary, stressed and fun weekend. I finally finished something to be proud of. And people got it and liked it and this feels so good. This little experiment incentivated me to push more and harder now. I have met some incredible minds behind the games I rated so far and I’m excited to keep in touch.

Thanks for reading and please, pretty please give some feedback. :)

10 Seconds In 10 Seconds – Postmortem

Posted by (twitter: @Jishenaz)
Wednesday, August 28th, 2013 1:49 pm

Image 007

This was my first Ludum Dare adventure and also my first game jam. I usually avoided game jams because I was under the impression that you must suffer sleep loss. Funny, I found a lot of Ludum Dare advice saying to get a good night’s rest, but that’s besides the point.

My best impression with Ludum Dare was the wonderful community here. There was a lot of positive energy, which I don’t usually see on the interwebs. I would like to thank everyone for making such a wonderful community of game developers and for making this game jam. And thanks to everyone who played my game. I was surprised by the amount of people who liked my game!

The game can be played here. Video here.

Image 010

(more…)

Dark Interval (for Windows & Linux)

Posted by (twitter: @alexandervrs)
Wednesday, August 28th, 2013 9:46 am

Dark Interval, is a fast-paced escape-the-room-type survival horror game. You have 10 seconds to explore and survive the obstacles in each room before the Torment Hunter gets to you.
Windows & Linux builds are available for download! Web build is coming shortly provided I can sort out the audio glitches.
Recommended to play fullscreen, headphones on, and with gamepad that supports vibration! Have fun! :)

Play the game here:

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=5234

Dark Interval Title Screen

darkinterval-screen-1

darkinterval-screen-2

 

Ten Down – Post mortem

Posted by
Tuesday, August 27th, 2013 11:17 am

Hey. I wanted to write a short post mortem of sorts detailing some things that I have learned from the feedback on ‘Ten Down’. Handy link to it right here: http://bit.ly/LD27Page

I’ll be closely monitoring the amount of clicks that link gets. Go on, make my day.

So the first issue people have had is with the control system. It’s a top-down game and the controls are basically up and down to go forwards and backwards and you character moves in the direction it’s facing (towards the cursor). I thought is was a pretty simple set-up, but I guess the main concern is that you don’t have the ability to strafe! If I ever make a top-down again I’ll remember this. If you do happen to play the game, please let me know your thoughts on the controls.

The second issue was a lack of tactical options so its basically just running and shooting at enemies until you die. I tried to add some sort of strategy by adding pillars that you can take cover behind, but it seems that wasn’t enough. Are there any suggestions as to what else I could have added to improve the game in this regard? Also, when you die, does it seem to be because of a fault on your part (bad aim, not using those convenient pillars etc) or does it just seems to be unlucky (the game’s fault).

Finally, the main positive feedback I’ve received is on the audio. I’ve learned that while creating your sound effects with your mouth might make you feel just a tad silly, it sure as hell is a lot of fun. I hope to do it again in the future.

Thanks, Seb.

 

A short video showing the gameplay.

 

 

Second Dare down, FSCK!!!

Tuesday, August 27th, 2013 9:30 am
This is Bit, he is happy the jam is complete!

This is Bit, he is happy the jam is complete!

So we finished our Second Ludum Dare! It feels great

Boy was this one FRUSTRATING

But we learned SO much……

——————————————————————————————————————————–

-POST – MORTEM-

First the things that went WRONG

sadlonely

-1. LIMIT THE AMOUNT OF BETA SOFTWARE USED-

Heres the first thing I did wrong. I am running on a OS 10.9 beta. I am writing my code in Xcode 5 beta

Besides all of the crashing, one night I hit a total dead end bug in Xcode where I could not distribute my app. I almost QUIT the dare.

-2. MAKE SURE IF YOUR STREAMING/TIME LAPSING THAT ITS SET UP AND WORKING BEFORE THE JAM-

I spent too long trying to make sure my stream was exactly the right way, plus because of rule 1, it kept crashing, total productivity bust

-3. PREPARE YOUR TOOLS/CODE BASE/LIBRARIES BEFORE THE JAM-

This jam I switched over to SDL for the first time. I hit so many little snags that were simply because SDL works different, a number of times my productivity stopped was because SDL would be handling Floats as Integers, and leaking memory when it renders text, or flat out dropping sound because of an extra curly bracket.

———————————————————————————————————————

Things that went RIGHT!

light1

-1. Work with friends-

Luckily I had the support from two close friends of mine. Both of which worked with me in the previous jam, but had dedicated time this jam to help. Having three people working on the game felt nearly perfect. The conversations were always motivating and productive. Also having two other people critique your code/sound/music/art is always great. A number of times Id find myself implementing something , and because of lack of sleep/reality/food one of my friends would remind me that what I did looks or sounds RIDICULOUS

-2.Have a Plan-

My friends and I prepared better for this jam. Last jam we did not realize the theme was announced so soon, so we scrambled after work to get together. Not this time, we were together as soon as the theme was announced and spent a good 3 hours whipping up ideas. I have a HUMONGOUS white board that worked so well in capturing and reducing our ideas to the very best ones. We could then get down to work, and glance at the checklist of things we needed to do on the whiteboard.

-3. Share often –

Try to have people test your game as soon as you can, some of the weird little things you know about the games rules or how it plays may not be apparent to others. You have to develop a sense of “communication” to your player , and there is no better way than to see how another player plays your game.

Overall, I feel extremely accomplished having finished a second dare. This time the pieces fell together much better than before. We had the idea down the first night, then got cranking the next two days. My friends and I discovered new talents and developed some since the previous jam. We look forward to finding out when the next jam is, and now I can’t wait to try some of your games!

—Don’t forget to try our game FSCK! Bit needs your help!—-

Download Here!

IMPETUS

Posted by (twitter: @zerstoerer)
Monday, August 26th, 2013 4:52 pm

Just submitted:

Play now (Web)

Impetus has lost consciousness and her systems will fail in 10 seconds. Death is inevitable, but it can be delayed.
Sustain Impetus’ life by pressing the button, which will reset the timer. Once it runs out, the game is over and can never be played again.

Switch on the game’s sound in the upper right corner. Feel free to play one of the soundtracks provided on the site along with it.

A game by Dominik Johann (@zerstoerer), Jan Oelze (@JanOelze) and Jeremy Lonien (@Ludonaut), made in a couple of hours.

Got time for that? V1.0 – Human submission nearly complete.

Posted by (twitter: @AnachronicGames)
Monday, August 26th, 2013 3:48 pm
You got time for that?

Includes three mini-games – ’10 Second Solutions’ – ’10 Second Button Masher’ – ‘ 10 Seconds to Score

Greetings Earth peoples.

For this LD contest we give you ‘Got time for that?- a game that is really three games! Please enjoy this interstellar contribution to your endless entertainment, in our mission to answer that age old query: Will you score?

We certainly hope so.

Tools – Unity, RagePixel, Asset Store UnityGUI skins, Creative Commons music, C#.  Source available.

Play on web or desktop. Soon for Android!

Please procure the diversion game here:

 http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=27481

My first LD – Last Words before going Splat

Posted by (twitter: @@syradinegames)
Sunday, August 25th, 2013 8:00 pm

I found out about Ludum Dare one hour after it started, so suffice to say, I’m so glad I was able to submit anything at all. Check it here

My game is pretty passive, just giving you a chance to express what you would text if you had 10 seconds left to live. Minimal story telling and minimal interaction, but I’m hoping people seriously express what they would write if they were presented with that situation. I have a button to tweet out your final words in the end if you so choose. I’m looking forward to seeing what people write (#LD48 #Lastwords). One thing I’m hoping would catch people’s attention, is the statistics at the end of the number of people who dies and number of people who survive the game.

So yes, there is a way you can survive if you pay close attention…

See Last Words before going Splat

See Last Words before going Splat

One thing I wish I could have done: figure out how to get the twitter button to work in Gamejolt. Unfortunately, I couldn’t so was stuck with having people download the zip of the exe or webplayer. I felt the tweet button was important enough not to change the link to Gamejolt.

Thanks to the organizers and other game devs who encouraged me.

Made like 4 separate Prototypey Things No Game #LD48

Posted by
Sunday, August 25th, 2013 4:24 pm

So,

Hey Guys, makehimanoffer here. This was my first actual Ludum Dare jam thing. I’ve done plenty more jams before though. But alas, this wasn’t my jam at all at all. I didn’t really like the theme at all. 10 Seconds was sort of annoying with whatever coming to your mind being: like X but in 10 seconds.

Like I had plenty of ideas, but with regards, implementing them.

FIRST IDEA:


You’re about to OD on acid in 10 seconds, so you have to take more acid to extend your perception of time. Platformer where more acid = more powers. But I quit it after I got platforming in because I was meh about the whole thing.

 

SECOND IDEA:

Like the first one but as a topdown roguelike similar to binding of isaac. But there’s already a binding of isaac so I didn’t bother continuing on past room generation.

THIRD IDEA:

This one I liked, but I really felt was missing something. And I will possibly expand upon it later. You’re present with a button and over the course of 10 seconds a bio of a person is give, you must decide whether to push the button and kill them or let them live. If the death is just you gain points based on when you pushed the button. if not you lose points.

ButtonScreen

It was cool concept. I could definitely expand upon it in an interesting way. But for the most part coming up with the bios was alot of effort. For something where I feel the emotional impact of what you were doing was lacking. More Design is needed.

 

FOURTH IDEA:

This was basically a way of trying to have some fun. It was called Tense Conditions. And you basically would masturbate on a house by pressing space rapidly. Would have expanded. But got sick of the effort of this. In case I scrapped it tomorrow.

 

MasturScreen

 

 

So that basically rounds up a fairly meh experience at Ludum Dare. Wasn’t a fan of the theme. Bit me in the ass this time round.

Oh well. I’ll be back for the next one. Cheers

makehimanoffer

@DavidRyanDev

@xcvbStudios

 

10 seconds to live

Posted by (twitter: @lightsoda)
Sunday, August 25th, 2013 3:41 pm

My entry for the compo is done.

ld27_screen_2 ld27_screen_1

You can try it out here.

 

LD27 Logo?

Posted by (twitter: @gamepopper)
Sunday, August 25th, 2013 1:11 pm

Not sure if anyone has tried this, but here’s my attempt:

Let me know what you guys think.

Just finished my game!

Posted by (twitter: @osteoblastlabs)
Sunday, August 25th, 2013 1:04 pm

 

 

 

playImg1 playImg2 LD27Logo

 

I attached some screenshots. Please check out the game. I will probably continue to develop the game outside of the compo. Probably going to add some sort of multiplayer. Let me know if there are any bugs I can fix later, anything I should add or anything I should remove.

Game Link: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=25848

Thanks,

Conchlab Games (@conchlabgames)

Ludum Dare Progress Update: 10 Second Paper Flight

Posted by (twitter: @gamepopper)
Sunday, August 25th, 2013 5:02 am

OK so now is time to give you a preview of my entry so far: 10 Second Paper Flight

The objective is simple, but not easy, you have to throw a paper plane and make it fly for 10 seconds. Sounds easy, but you have the wind to judge, not to mention whatever can be found in the park you are trying it in.

Here’s the latest WIP screenshot:

 

and here’s the current menu, only added in an hour ago:

 

I’m gonna be working on getting a few scenes and getting the sound effects created. Not to mention art assets and music.

Wish me luck! x_x

UDK – Jam game

Posted by
Saturday, August 24th, 2013 10:24 pm

This is my second Ludum Dare and I feel much better about this one. I am using a lot of random assets that have been collected over the course of the last year, or so. This is also my first FPS game done with UDK, which I find somewhat amusing.

I had a few issues with the weapon placement as well as the hand rig but it only cost a couple hours to figure out.

Tomorrow I will get the AI working as well as the “10 second” theme involving them. I will also start to work on the level as well as the menu, before wrapping up the game elements on Monday.
Day One Image

If you want, I put together a time lapse video of today’s effort.

http://www.youtube.com/watch?v=1aahFQwu-Do

Update #3: (LD27)

Posted by (twitter: @powderblock)
Saturday, August 24th, 2013 6:49 pm

Alright! The real game is starting to take shape! I have four semi-done levels,  tutorial, credits, menu. It is looking good! I just need to do bug fixes and other stuff.

 

Some changes:
-I am using “10 seconds” as an action counter. Every action you do adds one to the seconds, 10 seconds each level, etc.
-It is getting hard to do levels in text, because I am worried the user will “forget something” because I am not doing graphics.

Not bad for two or three weeks of learning C++, eh?! Hahaha. Best of luck guys.

~Blade

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