Posts Tagged ‘FPS’

Happy Holidays from Kuality Games!

Thursday, December 29th, 2016 7:53 am

Hello everyone!

We hope you’re having enjoyable holidays so far! It’s been quite busy for us (eating all that food and drinking alcohol) so we didn’t get to play any games from fellow devs, so if you’d like us to play and rate your game let us know!

You can also check out our game DISK below:

BOOM HEADSHOT! Click to play!

Cheers,
Kuality Games

White Room now has WebGL version

Posted by (twitter: @MementoGames)
Sunday, December 18th, 2016 2:53 pm

Hey there!

We got a WebGL version working! Woo!

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It’s kinda laggy, but if you’re feeling kinda lazy to download it’s the only option.

Give us some feedback! We love to read them!

Keep rocking and rating!

DISK – Post-Jam Version!

Sunday, December 18th, 2016 12:41 pm

Hello everyone! Hope you’re having a nice weekend. We released a post-jam version of our game, DISK. It includes things like: bug fixes, a new level, optimization and settings menu (so now you can finally lower those graphics).

BOOM HEADSHOT! Click to play!

We would like to play and rate your games, so feel free to send them here!

Cheers,
Kuality Games

White Room

Posted by (twitter: @MementoGames)
Tuesday, December 13th, 2016 7:56 pm

Hey there!

We made a simple game where you have to match the color of the walls with the color of the ball.

Really simple, huh? Well, until Sunday, it was simple and it looked like this:

1

And then we changed the game to be a FPS and now it look like this:

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It’s our first FPS, so how about some feedback?

Thanks!

The fundamentals of interior design 1: chair throwing

Saturday, December 10th, 2016 4:26 am

throwing colorful chairs into a white room

I’ve decided to build a game about arranging furniture in a room. Working title is “Table Jockeys”. The rooms and furniture will all be procedurally-generated. I’m imagining a first-person puzzle game, along the lines of Portal, Talos Principle, Antichamber, etc.

I’m using Unity, and the Procedural Toolkit which came with a neat chair generator. I had to write my own collision generator for the chairs, which basically mashes together a bunch of box colliders. I also grabbed this nice smooth mouselook script from the Unity wiki.

I’m gonna get some sleep. Tomorrow, I’ll start generating some tables. Once I’ve got a few basic furniture types, I’ll make a grabbing/moving interface, and work on rules/puzzles for furniture arrangements.

 

Day 2 Progress

Posted by (twitter: @AwesomeBerries)
Sunday, August 28th, 2016 11:47 pm

Done for today, I have a level full of archaeologists just waiting to be slaughtered. When they die they drop ancient coins, which you need to operate the ANCIENT TECHNOLOGY. :)

 

testgif20b

 

I’ll save fixing this buggy behavior for tomorrow. My super villain archaeologist with a gun never aims it at you properly, but he still tries shooting it, best of all if you circle around him he ends up shooting himself.

LD36 bad aim

 

EDIT: What does everyone use to make their animated gifs? Mine doesn’t seem to work…

 

Submitted MEnotaur… but it’s sadly unfinished.

Posted by
Sunday, August 23rd, 2015 7:12 pm

Entry link here:  MEnotaur

As I explain the the entry description, I was not able to get sprites rendering correctly, which kept me from completing the game.  I decided to submit it anyway, though, mostly because I though there might be a couple people interested in the Cow Vision effect I was able to implement.

Hopefully the rest of you had better luck than I did this weekend!

I’m going to try to do my fair share of judging, but my hopes are not high – I’m moving to Taiwan next week so I don’t have much time!   AAAH!  Why am I sitting here coding, I should be packing!

7 Hours Remaining – Finally some noteworthy progress!

Posted by
Sunday, August 23rd, 2015 1:01 pm

Yesterday evening was largely a bust, but I’ve been making a decent bit of progress today.  Hooray!  I’ve got random dungeon generation up and running now, and MY SPECIAL SECRET IDEA THING!  Let’s see if anyone can tell what it is from a pair of screenshots.

First, just the random dungeon as one would expect to see in a Wolfenstein-esque raycasting FPS:

Screenshot2

Next, same dungeon, same position and everything… but now with my crazy idea enabled:

Screenshot3

Any guesses as to what’s going on?  Any idea what my game is?  Tune in to my next post for the answers!

The Idea

Posted by
Saturday, August 22nd, 2015 2:15 am

After some thinking and a little playing around with a quick build, I’ve mostly solidified the game idea.

You play as the ghost of a dead crew member aboard a spaceship who has come back to haunt the living and destroy the ship, for reasons unknown (to you guys, anyway). It’s a fast FPS with things like bouncing bullets and multishot, might throw in some grenades or something too. The only problem so far is I’m not sure how to make it mean much. I mean, the premise is cool, but it doesn’t seem to affect the gameplay much. But I do have a few ideas…

I’m thinking perhaps your goal is to revive yourself and leave the ship while blowing it up. To this end there would be 3 things to do and the order would be somewhat up to you:

  1. Set the ship to self-destruct
  2. Revive yourself and become human
  3. Escape the ship

Obviously if you escape the ship before the others, you get a pretty bad ending because you didn’t kill everyone and you’re still a ghost. I’m thinking that as a ghost you can see/interact with certain things like platforms, powerups, and areas that you normally can’t, but perhaps as a human there are things you can do that you can’t as a ghost, like activate objects and open doors. When you sabotage the ship, it will start a countdown and if you don’t escape within that time you die, and the game ends (but you don’t necessarily fail!). So, you have two main paths; Revive yourself and then set the ship to destruct, or set it to destruct and then revive yourself. The first is risky because you can’t use as many safe options and can’t get as much combat advantage when you’re alive, the second is risky because you have to both revive AND escape in the time limit, instead of just escaping.

OK, I’ve sorted out my issues. I like where this has gone, and it’s what I’m sticking with. Thank you for reading, and good luck in the competition!

Postmortem: ChromaGun

Posted by (twitter: @pixel_maniacs)
Friday, July 24th, 2015 7:48 am

ChromaGun preview

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.

Get it on the AppStore

(more…)

Descent Into Planar Space – MiniLD #60

Posted by
Wednesday, July 1st, 2015 3:54 am

promotion picture for the game: descent into planar spaceAttempt of making a promotional poster for my mini ld #60 game: Descent Into Planar Space.

Please leave a comment, if you like the game! And be sure to test the other games aswell.

Night Harvest

Posted by (twitter: @ctbagameclub)
Monday, April 20th, 2015 6:52 pm

Participação da Equipe Gene-Z Team na Ludum Dare 32.

“NIGHT HARVEST”

Destroy the damned scarecrows who took care of his cornfield … For this use your sniper blood with seeds and call the bats to help you.

teste001

teste006

teste007

teste008

YOUTUBE PREVIEW

GOTO:

OFICIAL LUDUM DARE GAME PAGE

FACEBOOK

Programer / Game Design / Audio

Enzo Augusto Marchiorato

scarecrow_head

Art / Game Design

Jhonatan Souza Cordeiro

Pedemilho

Created in UNITY 3D

Perfect Squad

Posted by
Monday, December 8th, 2014 5:43 pm

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.

Perfect Squad Clip

You control all 4 squad mates

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!

Gimbal Fighter: Bring out the shock paddles

Posted by
Tuesday, September 2nd, 2014 2:22 pm

Well, things have gotten a little tough around here, but we are still at it! After a nice long break, we are coming back at it with full strength

GimbalFighter

Gimbal ship

Items that we’ve integrated since last time:

  • Warp Gate Health
  • Better Heat-Seeker dynamics
  • New enemy ship “Striker” – designed to destroy warp gates

Items that we would like to add for next time:

  • New enemy Drone: Small-fry pesky little ship
  • player lock-on seekers
  • warp tunnels

Items that we would like to add next-next-next-next….. time:

  • improved Holo- UI
  • Storyline and progressive intro levels
  • full strategy map with Enemy army AI

In the mean-time, please feel free to check out our latest version in the (Post-Jam) link

(Please remember to not vote based on this update, this is a post-submission update, but we would appreciate your thoughts!)

Link to Gimbal Fighter!

Achievement unlocked: Made FPS from scratch in 48h compo

Posted by (twitter: @kvisle)
Wednesday, December 18th, 2013 10:06 am

I’m quite happy with this LD. I didn’t plan to participate, as I usually don’t have the energy for it in the dark winter months – but I wanted to play around with WebGL so I figured what the heck. Only library I allowed myself to use was glmatrix to help with the vector/matrix math (Thanks Toji, I wouldn’t have pulled it off without it). I also used a single call to jquery, but that was totally not necessary (I change the background color when one gets shot).

In my time zone, the theme is announced at 3 AM – so I got to work a couple of hours before I hit the hay the first night. I managed to get a quad to render as if it was on the ground before me. That was it.

The next day I started making some code that dealt with the level itself – I built a 3d model from an array of strings, which also gave it the old Wolfenstein 3D look. I made some code that allowed you to walk around in the model – adding some poor collision detection code (it’s really bad) – and a door that worked approximately like in Wolfenstein 3D. Then I hit the hay again, this time also at 6AM.

Then the last day, with a little more than 12 hours to go – I made an enemy, some things you can pick up along the way, keycards, doors that require keys, a win condition, a lose condition – all the gamy stuff. The enemies will shoot at you if they’ve looked straight at you for two seconds. The enemies will never walk, as I haven’t implemented any path finding algorithms. With another day, I could probably have done A* or something.

So, at a couple of hours left, the game was complete – I spent the last hour improving a few textures and then I handed it in. My usage of the theme was incredibly poor, and was never mentioned in the game itself; One bomb, one life, one gun.

The reason I managed to pull this off at all, was to a large extent because I’ve worked with OpenGL a lot this year – my spare time project is currently to create a full version of a game based on my LD26 entry. Rewriting it in C++/OpenGL, and making it as good an experience as I possibly can. WebGL is too a large extent similar to OpenGL ES2, and anything you’ve learned from either can be used on the other. Especially understanding matrices have been useful to me.

I’m quite happy with my Wolfenstein 3D-clone, and can now cross “create a fps from scratch” from my bucket list. No matter what people rate me, this is a personal milestone.

All in all, the game has a lot of flaws. No pathfinding, it’s not very challenging, poor collision code, quite short – yet again. Happy :)

Time Frame – 10 seconds in the span of 10 minutes

Posted by (twitter: @tylerowen)
Wednesday, September 11th, 2013 3:43 pm

screen1

So, I made a game in 72 hours. Well, the competition entry is not entirely what I had envisioned for the concept, but I accomplished quite a bit in the time I had so I’m pretty proud of it. Time Frame is a game about exploring a strange world that moves in slow motion. The game takes place over the span of only 10 seconds, which you experience over 10 minutes. With a theme like 10 seconds and I really wanted to make something that wasn’t fast-paced and frantic like I knew 99% of the other entries would be. The idea was to have a vast area that you would never actually be able to completely explore within the time limit. I succeeded with that, but I wasn’t able to fill that area with as many sights and sounds as I had hoped. I wanted to have all kinds of things happening in slow motion to emphasize the time dilation, but I ran out of time. In the end there are really only a couple things that give you a frame of reference for how slow time is moving. The first is a fountain at the entrance of an abandoned city that has water falling in slow motion. The second is an event that happens towards the end of the game that reveals why the game ends at all, so I won’t spoil it for you (though I have updated the game since the competition deadline and added more stuff… read below).

The art style was something that I chose to make asset creation faster. Everything has a very simple, yet high-def look that emphasizes triangles. I actually made all the textures using a really neat application called Hexels. It’s an awesome tool that lets you paint using shapes other than just pixels. I used the trixel shape mode and was able to really quickly develop a unique style. Hexels has a free version that I would recommend everyone check out.

Soon after the close of the competition I added in support for the Oculus Rift as well. I have had the Rift dev kit for about a month now and have been wanting to do something with it for a while. It was a great way to get familiar with the setup so that we can use it while developing Lacuna Passage as well.

I’ve had most of my time wrapped up in developing Lacuna Passage, but I have been working on Time Frame on the weekends and I managed to update the game with a bunch more stuff to explore and discover. You can play the updated version or the original version via web player, Windows download, or Windows Rift versions from our competition page.

Time Frame was created using Unity. Music by Clark Aboud (also our composer for Lacuna Passage). Programming, art, and design by myself, and additional art by Alex Senechal.

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