Me neither.
The new build has bug fixes and a resized hat, huzzaa!
Global highscores are in, the build is optimized and, so far, the bugs have been fixed!
There’s still time to partake in the Elympics.
The prior two LD jams in the past year I worked in a duo; but this time, once again, I went in solo. It turned out pretty well, even though I only managed to squeeze 30 effective work hours into the time frame due to a hectic upcoming week. That week is now long gone so it is time for some reflection.
The day before the jam I got an idea based on a vision I had quite some time ago. Basically tactical squad management with robots that fall from the skies. The mechanical inspiration came from Atom Zombie Smasher (an old favorite) and the thematic inspiration from MGS5, which I’ve been playing for the last two months at this point (it is quite good, even if Kojima constantly tries to foil it with inane supernatural elements!)
I knew that I couldn’t spend as much time on the project as usual so I laid down a simple, yet effective plan: programming first, critical graphics next, level design/tutorial third, and nice to have features if there’s any time left. Well, there wasn’t so audio among other things was cut.
Surprisingly smooth going overall. More work on graphical assets would have been nice as the levels are just made out of simple shapes, but at least they are functional. Coming up with the name was about the toughest job in all and even then the outcome exceeded my expectations (51 letter is pretty good right?)
Fun jam! With more time the outcome could have been even better, but that happens. I did release two bug fix versions and I’d like to release a proper post-jam version after the holidays are over.
Have a restful rest of the year.
I had this terrible, game-breaking bug and was about throwing the towel. And then it kinda worked out. Congrats to everyone who finished in time. Cheers!
This is pretty much it. Even the humans got themselves a model, albeit sans animations.
There’s a lot more I’d like to add, but unfortunately it is going to be a busy next week for me. If only I could take Monday off, but alas.
Surely a few more hours won’t hurt too much, right?
Tacticool sheep extraction team?
Hmm, I’ll continue working on the name.
I’ve kept my priorities in check. Simulation first, then critical graphics assets and thirdly all the levels. Now it is time for polish and nice to have features!
After struggling with the game concept for a while, I went ahead with an infinite runner-ish idea. The game still lacks scoring, gameover-restart game loop, GUI and SFX.
It’s almost fun to play already
To move the chair, you must become the chair. I’ll probably do some more work on the camera, but I think the movement controls are working pretty well. You click on the furniture you want to move, and then control it with WASD to move and QE to rotate.
Now it’s time to dig into the game mechanics of furniture arrangement.
Jumped on the graphics implementation already. Some of you might spot the inspiration.
Requires texturing, but otherwise I’m quite happy with it. I might even reuse it for the enemies, if I don’t feel like modeling a human tomorrow.
Enough for the day.
All the systems are more or less done (according to plan). Tweaking and polish are of course needed.
Plenty of time for graphics tomorrow, it seems.
My tactical extraction action simulation is coming along nicely (I’ll need to think of a snappier name at some point!).
The red cube obviously represents a human guard with a gun, while the green cube is a player controlled robot. The plan is to have three different kinds of robots who have to work together to extract resources and people from the level. Lots of features to implement.
Flying solo again so we’ll see if there’s any time for graphics.
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.