ChromaGun was our entry to Ludum Dare #32. The concept’s inception came late at night after a few (ahem) beers. The theme was “an unconventional weapon”, and we decided to go with color. The player’s objective is to paint walls and enemies with the “ChromaGun”. Enemies are attracted to walls of the same color and float towards them. This core mechanic, paired with elements such as button-triggered doors, deadly electrified tiles and particle grids which only allow bullets to pass through, created some seriously entertaining gameplay, even in the early stages of development.
Posts Tagged ‘3D’
When the theme was announced on Friday evening, Team Infection’s Daniel Snd and Thiago Adamo (PXLDJ) hurriedly sat down with Rachel Rios and I (Taunia Sabanski) and we immediately had troubles coming up with a simplistic concept that people likely would not have thought of yet. After ditching an overly-ambitious idea about WW2 and bird poop, we ultimately resorted back to one of the first concepts that were pitched: “You are the weapon.”
At this point, I expressed extreme frustration at how most people seemed to be falling into the trap of handling the concept of “An Unconventional Weapon”. With this sort of theme, most people were focusing on what their weapon was going to be, rather than how the weapon would function in terms of play and fun-factor. Instead of going from game play concept to weapon, people were going from weapon to game play — I wanted to be extremely adamant about not falling into that trap. Game play and fun-factor would always come first — the weapon design would then follow.
As we began pondering exactly how to implement the sort of game play we wanted, Daniel started messing around with Unity. It was then that he made a simple sword shape, enabled movement on the sword shape, and began laughing.
He then sent us this.
The collective shouting of “THIS IS PERFECT!!”, “OH MY GOD YES!” and “LET’S DO THIS.” could likely be heard from orbit.
The concept of the game simply fell into place after this. Naturally, it was decided that the sword should cut grass. Now, not wanting this to be “Lawn Maintenance Simulator 2015″, we decided that this would be an unconventional sword — an enchanted sword, with a face, a name and a personality. A pacifist sword, that disliked killing things.
Our sword was then named Rusty, and given real googly eyes.
Why googly eyes? Because we could.
At this point, we were pretty pleased with ourselves, but we couldn’t start work on the game yet. Unbeknownst to most, there was another game that needed to be finished and submitted to another contest (Daniel Snd’s “Rocket Fist”) on Saturday evening that was monopolizing Daniel’s (and Thiago’s) time. I helped where I could, but our Ludum Dare development was tied up until the submission deadline for “Rocket Fist” wooshed past.
In the meantime, I worked on some concept art, as I knew Rachel Rios needed solid references to assist in creating 3D models. I also decided this would be the best way to solidify our color palette, stylize the graphics and map out exactly what we needed in terms of “loose” assets.
I had initially wanted to give Rusty hand-drawn/animated eyes, a mouth and eyebrows. I’d also wanted to position them on the blade of the sword. I realize now that you likely would not have been able to see the eyes. I wanted the hilt to look like the collar of a shirt, and be representative of his body, but with how the googly eyes got placed, the hilt still looks like the collar of a shirt — but the blue jewel and blade look like a giant tie. So, you end up cutting grass with his tie. Which is awesome.
Here is the concept art/3D reference and color palette for the animals.
As you can see, we also planned on having chickens, but simply ran out of time. The method behind the madness of having goats and sheep is that we could use one rig and one set of animations for both, as well as use a modified goat mesh for a sheep mesh. With minimal alteration, we could have two animal types meandering around instead of just one. I’m fairly sure that if we had chickens, they’d also ABSOLUTELY HAVE TO lay eggs. There is simply no working around that.
Environment concept art/3D reference and color palette.
As you can see, the trees also didn’t make it past the cut. Simply not enough time. Also, we had planned to have a “sword in the stone”-esque platform to act as a “start and/or end level” — this also didn’t make the cut, though it was simply superfluous to have it in the first place. We wanted everything realistically destructible to be destructible. We wanted sign posts to become chopped up, and trees to leave stumps when hit multiple times. We had also planned destructible fences. Again, all superfluous.
I’m starting to really realize that all my years experience scaling down and scaling down and scaling down projects has really been worth its weight in time and effort. It really is something you need to learn to do — simply, how to strip projects down, realize what you don’t need, get rid of it as quick as you can and implement what you do have to its utmost potential. Figure out what can be re-used, reconfigured or most easily created, and prioritize accordingly.
More on that in my next post.
Just a highlight video of progress from yesterday.. less than a day left until completion:
I’m still programming, so Jenni is checking out the Ludum Dare streams on Twitch & saying hi .. she made the cow & found the moo fx for our submission!
We got out mic & live-streaming channels up recently so hope to see ya all around more soon!
Day and night cycle is in, now to program the trolls!
I knew I want to participate in this MiniLD for a couple weeks now, but I wasn’t sure if I’ll have any time for it, so I worked a bit on a game I’d submit if it would’ve been finished by this weekend. I’ve overhauled the whole project twice and a week ago I abandoned it, cause it s*#!ed. But last weekend I started learning lwjgl, and now I’m working on a voxel based 3d engine. No, it won’t be a Minecraft clone. It’ll be a fully customizable, editable and moddable dungeon crawler. I just finished the level loader, which loads a 3d level from a single png file. I’m using Eclipse, the engine is lwjgl based, VBOs for rendering and paint.NET for graphics. My goal for this MiniLD is to make collision work properly, create a customizable monster class (and customizable boss fights possibly).
I’ll change the textures later, so they fit -Use only 4 colors
If you’re interested in this project, make sure to check my LD #30 submission and vote on this one, once it’s submitted.
Update[20:33; 28.01.2015] – I probably won’t have time to finish the thing, but I’ll do my best.
My Ludum Dare game, “Perfect Squad” is now up. I really wanted to do an FPS so I came up with the idea that you’d control each squad mate individually and then the game replays all the recorded actions of all 4 squad mates simultaneously. You can redo each of your squad mates actions individually till it’s perfect. The overview screen (entire game on this screen) shows a replay of all 4 members of your squad. Sort of a turn-based FPS.
Due to time constraints, I wasn’t able to complete everything I wanted to do but the recording and playback of each squad members actions is there. Check it out!
Submitting in a few hours!
#GoodBadOkay first time on LD ^_^
Ive got a lot of little features and states to implement if this is going to be a ‘game’. Last night was very frustrating, got stuck on several ‘minor’ programming bugs, or things with Unity I wasnt very familiar with, a few of which took an hour or two to fix. The last issue I managed to fix by am (I was refusing to sleep until it was solved)… then slept for 8 hours instead of the planned 4!
Thankfully the ‘pixelpeople’ (formerly ‘littlepeople’) are nicely implemented now. Ive probably spent waaaay too long on them… But they randomly walk around, occasionally contemplate life, scream and freak out when scary things happen and generally just look depressed. And they’ll soon be ‘utilized’ in the game
Theres two genders of pixelpeople now too. Unfortunately theres only one set of clothing for each, the way Ive implemented them isnt too great when it comes to flexibility, so its going to have to stay like that unless I suddenly get a bunch of spare time to redesign how theyre clothed before the compo ends! (unlikely)
I’m in! I’m going to try and make a web-playable game again, but this time I’m going to use haxe with the luxe engine.
I’m going to try and use it for a 3D game, which is not really what luxe is intended for. (it’s great for 2d games though). I just like doing 3d stuff and I don’t mind tinkering with engine stuff, so I’m going to give it a shot unless I have a really good idea for a 2d game. Last night I put together a warmup game (the world’s crappiest breakout clone) which helped me anticipate a lot of the issues I might run into.
My basecode and the warmup game is in my ld48 code dump (https://code.google.com/p/ld48jovoc/) in the basecodehx and warmup subdirs. I would not recommend them, they are a big mess as mostly for my learning, but feel free to peek at them if you want.
Good luck everyone! This is going to be amazing!
ps. I love that not only that this post’s slug includes ☃, it’s the second such post.
So, I think it’s about time to give my engine a spin on an actual game project, and this is good opportunity to see what it can do.
IDE: Visual Studio 2013
Libraries: glfw3.lib opengl32.lib kernel32.lib user32.lib glu32.lib winmm.lib OpenAL32.lib
Tools: Most of my tools are things I wrote, so I can’t really link them, but for sound I should be using Audacity
Engine Code: I’ve included a link to my base engine code below (sorry if it’s messy, It’s my first go at an engine)
Good luck to everyone competing!
Cosmic Conga is a fast paced strategy game that may… or may not be, balanced 😛
Most of the feedback so far has been overwhelmingly positive (thanks everyone!) with the one exception of a psychotically insane AI difficulty.
Fancy a challenge? Try and beat the original LD submission Play [Web]
Sick of that stupid AI? Try our brand spanking new ‘balanced’ version Play Balanced [Web]
I stress ‘balanced’ as I’ve spent so much time testing this build I’m not entirely sure what constitutes ‘difficult’ anymore 😛
Thanks to everyone who helps make Ludum Dare possible,
And congrats to everyone who submitted, the entries keep getting better every time.
The aim of the game is to travel through and place portals which will flip the player to the other side of the map in order to collect portal potions to create portals and keys to unlock doors, to complete the level’s end which is marked by a red flag.
!!__Windows Version Coming Soon__!!
If someone could compile this to work with windows, I would be so grateful as I am having some problems compiling on Windows (dll hell).
[E] Use Portal or Use Door (with key)
[Space] Place Portal
OS: Mac OS X (Windows Coming Soon)
– Programming Language: C++
– Graphics Library: SFML 2.1 & OpenGL 2.1
– Audio Library: SFML 2.1
– Image Editor/Creator: Photoshop CS5
– Music Editor/Creator: Garageband
– Text Edito/Creator: Sublime Text 3