Ludum Dare 32
Theme:
An Unconventional Weapon

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Posts Tagged ‘game’

‘BABY BORN’ – A POSTMORTEM FOR YOU CAN SHAVE THE BABY

Posted by (twitter: @chikun_dev)
Sunday, April 26th, 2015 11:23 pm

‘BABY BORN’ – A POSTMORTEM FOR YOU CAN SHAVE THE BABY
A CHIKUN GAME BY JOSEF AND RYAN

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‘You Can Shave The Baby’ is a minigame experience that harks to the time-honoured Warioware minigames with a special dash of bizarre tasks that require the user to suspend their disbelief – and their sanity. The inspiration of the game draws from a series of weird and wonderful in-jokes Josef and I developed, incorporating elements from previous games we have made (all of which are available on our chikun.net website).
If you haven’t played it yet – check it out! Find it here, or on our site at chikun.net.

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01
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THE DESIGN PROCESS FOR ‘YOU CAN SHAVE THE BABY’

‘I want to make a weird game’. So we made one. Originally going down the avenue of wanting a hybrid horror-adventure in the vein of Yume Nikki, the project immediately turned into something else at the start of the jam.
The basic coding for the minigame format was fairly simple and self-contained once it was complete. In the vein of making minigames via Warioware: DIY the logic behind the games was easy: it needed,

(1) a timer, countdown and increasing speed,
(2) a win and lose state,
(3) different modes of user input that triggered success in minigames, and
(4) a life and score system to add progress.

After that, development was smooth sailing and the major focus of the programming was to tailor elements (2) and (3) to the unique specifications of each minigame.

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02
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As Josef was doing this it was up to me to ascertain the creative direction we wanted to take to give the minigames their personality, whilst retaining the challenge of the game. We made up a list of potential minigames, incorporating a basic description, and the win/loss states of each minigame.

Despite the bizarre nature of the game, many of the concepts revolved around non-sequitur comments, running jokes or references to previous games:

  • Aphrodite in the ‘disguise’ minigame was a character in Turtle Simulator.
  • ‘Don’t Spook The Bird’ is based on a photo of a sulphur-crested cockatoo I took at a nature reserve and features in reddit.com/r/lovebird.
  • I wrote a short story called ‘Pizza Pants’ at six in the morning at the Global Game Jam in Sydney. It stands as the only written example of pizza fetishism in literature.

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04
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CHALLENGES AND LIMITATIONS –
HOW DO WE IMPROVE THE BABY?

All in all the game came together relatively efficiently, unlike the tension of previous Dares. My only concern during development was that we would not create enough minigames to sustain the interest of players – using the base 30 minigames in a level of WarioWare, I think there was always room to expand.
We came up with few actual challenges during development, but one large roadblock manifested in the last few hours of the Jam – a major storm hit the coast of NSW, Australia, and caused power outages that ended up lasting for a week from that very night. Fortunately, when the power went out on the morning of the last day, most of the work was complete – it was only a matter of uploading the game via phone and praying for electricity.

 

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03
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So what did we learn from making the game? How could we improve the baby game?
(1) Develop more varied and innovative game mechanics
Due to time constraints, many of the minigames revolved around either using the arrow keys on the keyboard to steer the direction of an object, or hovering or clicking the cursor to highlight a change in a graphic. Making tattoos, shaving babies, and putting on makeup all rely on the same fundamental mechanic. With more time to develop ideas we could have certainly provided the player with a more engaging and challenging experience.

(2) Actually related to the theme
A common criticism of our game was that it had nothing to do with the theme. This is completely correct – Josef asked me, “Ryan, how does this relate to the theme?” I replied to the effect of who cares. At the end I think I implemented some tenuous intro theme about coming across a hacking weapon in the form of a floppy disk, but the plot was certainly a last minute ass-pull. We made the game for the abstract minigames, and that’s about it.

(3) More animation and graphics for seamless game experience
Though the simplicity of the minigames in WarioWare are simple, there’s a lot going on in the animation department. With more time we could have implemented fades and transitions between the opening cinematics, provided more animations to gague success and failure, and actually provided an ending to give an end goal and thus closure to players after the novelty of the minigames wears off.

 

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05

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Regardless, it’s clear from the feedback we got that people feel ‘You Can Shave The Baby’ was unique in style and memorable. That’s all we could ever ask for.

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Frenzy Inc Postmortem

Posted by
Saturday, April 25th, 2015 1:39 pm

Finished02_about-right

I’m actually very proud of Frenzy Inc, the game my team and I made for this jam. It was my first time entering with a team, and my other team members first game jam. I’ve been working with them on games for a while, but the time-limited nature of a jam was new to them. We made a game that we’re all proud of, and thats really the most important thing about the jam. We have also got some excellent comments and useful feedback on our games page, which give us a warm fuzzy feeling and help to make the game better.

 

What went right

  • Time and resource management. I was the only one on the team able to dedicate a whole 72 hours to this game. But we were able to plan and work around this to use the team members whenever they were available. And I still managed to get a total of 18 hours of sleep over the weekend, so overall a win.
  • Visual Style. I’m a programmer, but I ended up doing all the 3d modelling on this one since I was the only one on the team with any experience doing it. I’m happy with how the game looks, even if it is very simplistic.
  • AI. This was really my first time writing a proper AI for the player to work against. I learned a lot from the process, but I think the key part the the AI for Frenzy Inc is how they behave when not in combat. You can actually just stand around and watch the AI for a while and see how they behave, and I spent a fair amount of dev time doing just that.
  • Small level. When you limit time, you have to limit some aspect of your game. We decided (reluctantly) that the best thing to cut back on here is size of the level. Having a smaller level enabled us to do a much higher level of detail on the level we did have, and devote more time to other features.

What went wrong

  • Lack of warm-up. My team is largely used to working within pre-existing frameworks, so we spent a fair amount of the first 12 hours spinning our wheels trying to get back into working in plain Unity. We got there, but if we had spent that time before the jam less time would have been wasted.
  • Lack of gameplay testing. Because we were all working remotely, putting together all the pieces to make our game feel complete didn’t really happen until the last few hours. This meant we really didn’t know how the game would be played to fix a few things, such as a few strategies which are far too effective, which really isn’t good for a high-score based game.

 

We’re working on fixing the problems with the game and adding a few features we wished we could have added for the jam for a post-compo version, so if you liked our game stay tuned for that.

You can play Frenzy Inc here: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=22124

BABY SHAVERS WANTED

Posted by (twitter: @chikun_dev)
Saturday, April 25th, 2015 4:45 am

hispanic-traditions-shaving-baby-hair

 

BABY SHAVERS WANTED

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Looking for premium, experienced baby-shavers to shave the baby.

Casual hours, $16.95 p/h to shave the baby.

Perks include holding the baby, talking to the baby, and of  course the joy of shaving the baby.

Call (02) 9815 4000. Ask for “Randy.”

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You too can shave the baby in our game. “You Can Shave The Baby”.

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Drybreed

Posted by (twitter: @matnesis)
Friday, April 24th, 2015 12:12 am

WE CANNOT FORGIVE THE SUN

gif__2015-04-22__18_54_57

D R Y B R E E D

WINDOWS | MAC | LINUX

by matnesis

…Slaughter… A post/mid mortem.

Posted by (twitter: @jasonsumm)
Wednesday, April 22nd, 2015 10:00 am
(In game!)

For those who have not seen my entry (It can be found HERE) : It is a button bashing, YOU WILL DIE game. V-Hard. This is my first LD ever and the first game I’ve made in about 12 years, so just getting back into it. Learning Unity, but decided to go with CTF 2.5 for ease/speed for this one. The idea came to me on the train home from work. I had fun making it, and plan on polishing up the UI / making things more obvious a little bit before getting properly stuck into Unity. I’m aware that it fits the theme pretty loosely, but this was the perfect excuse for me to get back into game dev. So, yay!

 

Screenshot 2015-04-21 21.14.34(In Editor!)

Thanks once again for the great comments everyone! The feedback has been a really positive force for me and will spur me on to improve the game. The Shield is intended more as a “dissuader” (maybe I should think about how I visually represent this). I totally agree the AI needs work and their movement is currently a bit glitchy in terms of collisions. It’s on the list! Some form of on going instruction could improve the flow (but I do also like the mystery). The melee attack’s visuals are top of the list, I’m still thinking exactly how to tackle that. The spreading blood mechanic also needs some work, but works well enough for this.

Also on the list are:
+ Ability icons & highlighting
+ More art on the map to give it more life
+ Music & more sounds
+ A couple more abilities
+ A more finely tuned difficulty curve

Give me a shout/vote if you like it or with any further comments/ideas/hi-scores/bugs , I’d love to hear what you have to say.

Cheers,

Jas

P.S Check it out here! :)

Hello all,

Finally done ! We have submitted our game based on the movie The Grand Budapest Hotel by Wes Anderson.

You play a bell boy trying make your way in the greatest hotel in the world.

Your unconvetionnal weapon is: CARPETS ! WAVING CARPETS  ! Use it against your colleagues but don’t bother customers.

 

Click here to play and vote

 

We are happy to have made great graphics, quick music and some levels.

We wish we had more time to add more levels, floors, enemies behaviors and more more fun story.

We were five, and for four of us it was our first Ludum Dare, so we are very very happy to have finish a playable game.

Thank you for organizing this !

 

Trouba

 

PS: Great bug, when you lose, the music continues, and a new one begins.

 

GrandCarpetHotel1 GrandCarpetHotel2 GrandCarpetHotel3

 

 

 

 

The Ties That Bind Submitted

Monday, April 20th, 2015 8:11 pm

Join two friends on a quest to rid themselves of the dreaded Chinese Finger Trap that has bound them together for eternity. Little did they know that their curiosity would trap them for the rest of their natural days. Can you help them escape the angry shopkeepers and find a way to remove the finger trap? Please.

Screen Shot 2015-04-20 at 7.27.51 PM Screen Shot 2015-04-20 at 7.27.58 PM Screen Shot 2015-04-20 at 7.28.06 PM Screen Shot 2015-04-20 at 7.28.57 PM

You can view the entry here or just jump straight to the game.

Thanks for playing and we look forward to seeing what the community thinks of The Ties That Bind.

Benjamin, Derek, Scott, Noah, Chris, and Coy (a.k.a, Mantis Digital Arts)

Our First Ludumdare!

Posted by
Monday, April 20th, 2015 7:52 pm

This is the first Ludumdare challenge myself and my team-mates have participated in. We are all college students who live and commute together each day and we decided to take a break from our capstone project to compete. ( Shameless Plug, www.rotrgame.com ). Our Game of entry however is Bar Brawler, where you play as an aggravated drunk who has recently thrown the last chair he ever will.  We built this game entirely in the weekend and use Unity 5 as our platform (but came to find out the webGL deployment is still a bit buggy) So please enjoy our entry, Bar Brawler, in the unity web player!

Our game made use of the “Unconventional Weapon” category by making nearly every prop, including the enemies!, as weapons.

BarBrawler

Bar Brawler – Game Unity WebPlayer

 

 

We are done – Game is up

Posted by (twitter: @efonsecabcr)
Monday, April 20th, 2015 5:20 pm

Our game is up and ready so you can play it:

Click on the link to check it: StomachAlla

Gameplay

Finally!

Posted by (twitter: @@blindskystudios)
Monday, April 20th, 2015 5:03 pm

aahh sweet release! Just uploaded our game :) this was our first ever games jam, what a trip! dreasic sleep deprivation, starvation and savage arguments, all to make a thing shoot another thing! we’d do it all over again in a heartbeat though!

We had more in mind for our game but got snagged on a few of the mechanics and lost way too much time… but we’re please with what we have, and I’m relatively sure it all works!

promo
PLAY NOW!

DUK? The best game EV/duck/ver?

Posted by
Monday, April 20th, 2015 11:12 am

There was once a small grove, and in this small grove lived a duck. That one winter, flew to a warmer climate, where she learned karate from parrot called Fernando. When she returned in the spring, she could not find her forest where it stood. Only saw endless expanses of fields, and so she went to find out what happened to her home.

The second game for Ludum Dare from Dombee Softworks studios! Play 30 levels, enjoy great music, browse the quaint 6 different biomes and help duck find out what happened to her home!

Screen3

 

PLAY ME

Microwave Man is complete

Posted by (twitter: @AlexanderTeaH)
Sunday, April 19th, 2015 7:50 pm

Didn’t get everything I wanted to put into the game done, but I’m quite happy with it, and I hope everyone else will be too. :)
Link

Screenshot

Screenshot

It went better than I expected!

Posted by
Sunday, April 19th, 2015 7:03 pm

Hey guys!

This is my first Ludum Dare (and solo game jam), and I can honestly say that it went better than I expected! Even after getting sidetracked a lot, I still finished the game early. That said, I think the weakest part of my game is music. I’ve never been good at it, and a chiptune generator, I think, is the easiest instrument I can use for the moment.

Please view and rate my entry at http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=49251

Looking forward to your entries!

Finished very chilled!

Posted by (twitter: @0vidios)
Sunday, April 19th, 2015 2:47 pm

There it is. My second ever Ludum-Dare-entry wich, this time, isn’t comedic. NOT AT ALL!


A FEW FACTS:

• I used the *awesome* Löve-engine (aka. love2d)
• Sound effects were created using bfxr and Audacity
• I didn’t use my graphics tablet because I couldn’t find my micro-USB-cable
• I had a lot more time to work on this then last time and though finished quite early
• I never looked up that many string-formatting-functions before
• The final game is 1477 lines of code big


SCREENSHOTS!

Why is there a huge explosion! Will the earth collapse? o.O

Why is there a huge explosion! Will the earth collapse? o.O

WOW! There's even an IRC-client in the bottom right! (It's not real though)

WOW! There’s even an IRC-client in the bottom right! (It’s not real though)

Wow! Such title screen!

Wow! Such title screen!

 

Do you remember the post “How do pork chops fight the hunger?” Here is some gameplay progress before the art

 

Priority

Posted by (twitter: @PixelProphecy)
Saturday, April 18th, 2015 11:32 pm

So after a wholesome 10 hrs of working straight on the game, I am happy to present to you the game’s logo and the player vehicle:

spr-logo-ui

player-from-top-v04 copy

Now I have to catch a couple of hours sleep…

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