Posts Tagged ‘Ludum Dare’

I’m In!

Posted by
Saturday, December 3rd, 2016 1:15 pm

So this is my first Ludum Dare that I’m officially going to be in for, though it’s the second one, since I signed up for an account here in the last Jam.

I don’t know what I’ll put up, but I hope it’s good!

 

LD 36 – Tori Tori Panic! – Post Mortem

Monday, September 5th, 2016 2:19 pm

 

Post-mortem

====================

Gameplay Mechanics/Theme

—————

So we started out wanting to make a game about defeating titans and gaining their powers, kind of like Shadow of the Colossus meets Megaman. The player would start out as a human-sized warrior fighting ‘limb’ titans (Left hand – shield, right leg – stomp), and then gaining their limb-powers as they progressed, and eventually becoming a titan themselves.

HOWEVER, once we started thinking about it more, we realized we definitely did not have enough time to make this game. So we decided to make an easier-to-make game.

We decided to do shooting, starting first with ricoheting arrows off of walls to hit targets, with certain targets requiring multiple ricochets to be destroyed. After doing some searching online, I found a physics-based game series called ‘Ricochet Kills’ on addictinggames.com, where you play as a hitman using ricocheting bullets to kill your targets. It was pretty fun, so it gave me hope that our game would be fun in that aspect to.

We turned our game into a hunting game, where you have to kill hapless animals.

(disclaimer: none of these were drawn by our artist)

@liyiming-serif came up with the idea of detection radii that would trigger the animals to run away: outer one for player detection, inner one for arrows that land near the enemies. This effectively changed our game into a stealth game instead of an action-puzzle-platformer, which ended up working really really well.

 

Programming – @zkwen & @liyiming-serif

—————

Bow & Arrow Physics:

At first we had a drag-and-click control scheme like that from Bowman. It’s very intuitive, fast, and makes the player feel like they’re firing a bow. However, @monchang wanted to have a click-and-hold charging control scheme (the one we have now). I personally was against it because I really liked the Bowman control scheme, and this one was kind of sluggish because it required holding time. However, since our game turned into a stealth game, it actually worked kinda well, so that you have to aim your shots carefully, and only shoot down fast moving targets as a last resort.

We had a some trouble with arrow physics though, constantly adjusting gravity, mass, and velocity of the arrows. Our first arrows were really sluggish and didn’t feel very satisfying to shoot. But we increased the max velocity and decreased the mass. Also, our arrows didn’t bounce off of walls very much, only allowing 2-3 bounces max,

but by then we had established that bouncing arrows would not be our main gameplay mechanic.

 

Camera:

CAMERA CAMERA CAMERA. We had much trouble with this.

At first we had the classic moving camera centered on the player, but then we discovered this didn’t fit enough content on screen, so you couldn’t see what/where you were shooting. Then we added a character-screen offset, so that you weren’t always in the center, but that made it really annoying when you were inching towards a position, then had to turn around, as the camera would suddenly swing around.

We finally settled on a hybrid (camera does the swinging when you are aiming), so that the camera switching wasn’t as annoying during platforming, but as most of you pointed out, it was still pretty wonky and really needs to change.

 

Platforming:

The blocks were really slippery and it made it super hard to jump on platforms. @liyiming-serif and @zkwen would like <this to be a challenge factor at one challenge (tbd). To make it easier, we extend the platform or put a block at the end of the platform to keep the player on the platform.>

 

Art – @monchang

—————

Tools used:

  • GraphicsGale
  • Paint.net
  • Sai

 

First thoughts on art was to make something really bright and relaxing. When I considered using pixel art as a medium, I immediately wanted a beautiful seaside cliff as the background. The grass tiles used references from pokemon ruby’s end credit scene as the color palette. The sea was just a gradient from light blue to purple and in an effort to use parallax, I split up each wave as its own layer in order to create the illusion of a moving sea in game. Once I had the background figured out, I then restricted my color palette to the ones I had on screen (with some shades of brown for the trees). With the limited color palette to work with, it became easier to focus on contrast and making foreground elements pop. As a side effect, the entire scene stayed relatively uniformed and professional, which was great.

Animation wise I was focused on making the character and the projectiles fun to play around with. Taking on the teachings of Shigeru Miyamoto, the creator of Mario, I made sure to make every jump, shot, walk, and charge as fun as possible. It had to feel really good to just control the character even without the game play elements. And so I put in as much juice as I can animation wise and give the players satisfying feedback for every action.

During the entire process, I made sure to have the programmers implement each art asset as they were finished. I figured that a rolling basis was better than waiting till the end. This proved to be true because we left a lot of work to be finished at the end.

 

Audio – @fundamental.phantom

—————

Tools used:

  • Ableton Live
  • Audacity

The sounds were all made in a couple sittings, pretty quickly. The arrow sounds are a mix of Foley and synthesis. The bird sounds are us squawking and grunting, but heavily processed using downsampling and re-pitching/warping.

However, I didn’t send the sounds to the programmers right when I finished, so they ended up being put in super last minute, and we ran into some problems, most notably the music not looping (sorry, you guys had to listen to the first few measures forever D:, but for those of you who waited, you got to hear it!!).

I really had trouble deciding an aesthetic for the music. Bossa nova was the one that seemed most ‘natural’, but I felt it was over done (I’ve played too much bossa over the past couple years). I was split between chiptune-esque Rnb and a 12-string acoustic/chip mix inspired by Super Mario Sunshine. I tried both, but didn’t really like either one. Then I tried dabbling in more ambient/moody stuff with pads, kind of reminiscent of the Fez soundtrack by Disasterpiece.  Eventually I settled on some sort of swing-jazz/neo-soul chip thingy made in a few hours on the last day, but I’m still not satisfied with how it went.

I usually over-complicate things, especially the chord progressions. For this one I tried to tone it down, and go for something simpler, but that didn’t completely work. The A section is in 5/4, and B section is in 6/4. The B section was supposed to be the same time signature, but the rhythms I came up with ended up being in 6/4, so instead of changing the rhythms, I changed the time signature.

*******PS Koji Kondo and Disasterpiece are both AMAZING!!! you guys should check them out if you haven’t*******

 

Level Design –[email protected] & @liyiming-serif 

—————

We designed 8 levels for this game. To keep it easy for players to learn how to control the fairy, our game starts as a regular archery game. The first 3 challenges are tutorials. By the end of the third level, the player should have used arrow firing control and left/right moving control.

Then we make the future challenges much fun by adding the key platformer feature — jump. To hit the chicken that are protected by walls, the player needs to jump on platforms to gain a better position where their arrows can reach the chicken. We made Level 6 slippery bricks vs running chicken. The player can choose either carefully jump on the highest brick to gain long time window aiming at the chicken or aim and shoot chicken within an incredibly short time before the chicken notice the player and become panic then fly away. Giving the player alternative approaches to win the game and keeping difficulties balanced is challenging and fun.

After three rounds of jumping and shooting, we want to introduce a new feature to the player to keep them engaged! And this is a good timing to require the player to rely on ricochet to complete challenges 7 & 8 (given that in previous challenges they should have observed this feature when their arrows accidentally hit the grey wall).

It’s a pity that we didn’t design more challenges that blends all player control skills together due to the time limit. We would love to complete our level design some day in the near future.

level_1

Level 1: No hurdle in between the player and the chick

level_2

Level 2: Tall pile of bricks enforce the player to indirectly target at the chick

level_3

Level 3: The player can’t stand still or the chick will detect the player then flee.

level_4

Level 4: The player needs to jump on platforms to get around the wall.

level_5

Level 5: The player need to shoot when standing on the platform.

level_6

Level 6: Slippery bricks vs. Running chicken

level_7

Level 7: Create ricochet arrows.

level 8.2level_8

Level 8: Harder to estimate the ricochet angle because of the moving wall.

 

Overall

—————

In retrospect, we kind of spent a long time doing a lot of less-important stuff like making the ocean move, instead of fixing camera and platforming bugs.

Overall, it was a great first try, I was worried that we wouldn’t finish, let alone produce a fun game. But we learned a lot on the way about workflow, level design, physics, and stuff!

Here’s our LD36 wallpaper:

 

*PPS – Tori Tori Panic! is an homage to Doki Doki Panic, which is the what the American version of Super Marios Bros 2 is a reskin of (that’s why it’s so out of place compared to the other games). Also, ‘tori’ means ‘bird’ in Japanese.

Updates

Posted by (twitter: @@TheFish523)
Thursday, September 1st, 2016 2:54 pm

I’ve been updating my game.

Now there’s more sound, a mute option, tweaked enemies, and better game-play.

 

You can find it here.

 

Let’s Play Charles 2 – Charles and the Ancient Ruins

Posted by (twitter: @chipcaramel)
Wednesday, August 31st, 2016 7:16 am

Yggdrasil: fixed minor bugs

Wednesday, August 31st, 2016 5:42 am

I have uploaded a new version. It does not have any significative change (because it is a Ludum Dare entry), but I have fixed some messed up collisions. I have modified the player’s physics too, now it has a smoother control and it is less slippery.

Why don’t you give it a try? I will really appreciate it! Also, any feedback will be welcome! Play it here

gifyggdrasil

Found it!

Tuesday, August 30th, 2016 2:28 pm

Yes! I found my entry on the mosaic! And here is the PROOF!

If you want to play my entry, just click here. Any feedback will be wellcome! (I will also try your game in return)

If you are looking for the famous mosaic, it is here: http://ludumdare.com/compo/2016/08/30/your-game-in-this-mosaic/

 

screenshotmosaico

UBUQ: Guitar Hero meets RPG (Submitted!)

Posted by
Monday, August 29th, 2016 9:01 pm

Yes! We did it! Finally we achieved to get something playable, and sincerely, it’s much more than we expected.

  • Start screen with story, instructions and credits
  • Attack system combat
  • Melee and ranged IA for enemies
  • Two kinds of enemies: standard and badass
  • Loot drop (coins and healing ) from defeated enemies
  • Little level fully designed
  • Full art colored
  • Damage system to/from enemies
  • Game over management

I would like to congratulate my team for the hard work.

  • Jose Barberà (Code) – http://twitter.com/cubotrox
  • Alfonso Miguel Sánchez (Art) – http://www.alfonsomiguel.com
  • Pablo Martín (Music) [email protected]
  • Toni Barberà (Design) [email protected]

portada

shot4

shot5

shot6

 

Post-Mortem updates.

Posted by (twitter: @@TheFish523)
Monday, August 29th, 2016 8:29 pm

I’ve been doing a lot of taking feed back. So, some improvements:

Faster game-play. (Opposite of what people recommended , it’s actually better)

Fixed Camera.

New animation before enemies spawn (So you can tell where enemies will spawn).

My LD36 entry is here

If you liked the original, slower version you can get it here

 

Antique Battle

Posted by (twitter: @@JessusCreator)
Monday, August 29th, 2016 7:55 pm

HUB

This game is based on having fun beating all the enemies and try to keep your life safe.

Enjoy it.

LINK

UBUQ: Guitar Hero meets RPG (Update #2)

Posted by
Monday, August 29th, 2016 11:27 am

Take a look to the game concept here:

http://ludumdare.com/compo/2016/08/28/ubuq-guitar-hero-meets-rpg/

The Jam ends in 11 hours but we have a lot of work to do. I begin to fear that we can not finish it 😭

  • All tiles and assets are almost finished.
  • Combat mechanic and music are finished, but we are polishing them.
  • Level design is done.
  • Gameplay mechanic is done
  • Music and SFX are done
  • Art of tiles and assets is done
  • Level design is done
  • Character and enemies are finished
  • Next things we want to do:
    • GUI: health status of characters, money count and damage indicator
    • Title screen: game title, how to play and “play” button
    • Loot: coins, healings and upgrading devices

photo9 photo10

First game, first gamejam!

Posted by
Monday, August 29th, 2016 3:56 am

We are a young brother and sister team.  This is our first game together, and we made it using Scratch, which we have been using since one of us joined our local Code Club.  We were invited to participate in Ludum Dare 36 by local game developers SoGoodStudios and SizeableGames who made us feel really welcome and helped us by testing our game and giving us feedback.

Our game is called Roman Defence.  We were talking about the ancient technology theme and decided to do a game using Roman weaponry and gladiators, but it ended up being about a lone Roman soldier defending their town from ferocious animals (who escaped while being shipped to the Colosseum!) using only spears.  Hundreds of spears..  We came up with the basic idea on Saturday afternoon and over the rest of the weekend one of us did all the programming into Scratch while the other made all of the sprites etc.  We used the Pixel Art and PixiTracker apps on Android for the sprites and music and converted the Scratch file to a Flash game using http://junebeetle.github.io/converter/.

We tried to make Roman Defence seem authentically retro, with very simple gameplay and pixel art sprites, and a soundtrack that stays with you afterwards for all the wrong reasons.  There is only one level, it starts off slow and gets faster.  The conclusion is sadly inescapable (the herd of beasts always win!) but you get to take as many as possible with you.  You are helped by a power up in the form of Pompeiian bread, which allows you to use the Super Spears superpower for every thirty seconds you survive the onslaught.

 

UBUQ: Guitar Hero meets RPG (Progress #1)

Posted by
Sunday, August 28th, 2016 7:42 pm

Take a look to the game concept here:

http://ludumdare.com/compo/2016/08/28/ubuq-guitar-hero-meets-rpg/

At this moment, the development progress is:

  • Gameplay mechanic is ready, but we need to polish it in order to get better game feel.
  • Music is done and we are working on SFX.
  • Level design is almost ready.
  • Main character and 2 enemies are already animated.
  • We are still coloring everything.

In a few words, with only 30% of time we still have a lot work to do, but sure we will achieve it :)

What do you think about mix the Guitar Hero mechanic with RPG? Could it has a good feeling?




False Promise [ver 0.0004]

Posted by
Sunday, August 28th, 2016 1:14 pm

 

Hello dear ludumers !

 

Our team still working hard on the game,
we took a personal and technical decision about the story,
the game will be in english (text, UI, and subtiltes)
but the vocaloid will be in french and the most part of sounds too.

 

False Promise will be an awesome experience !


 

False Promise

 

Synopsis :

“Our hero is blasted into the past by a strange anomaly that occur into the cold fusion core he was working on.
During the incident, John Kevin got touch by a paradoxal energy, causing random jump in time.
His only option: Go forward and try to understand this time problem.
Will you bring back John Kevin at his present ?”

 


 

Some spoils :

 

Props :

 

 

Our Hero, John Kevin :

 

 

Music teaser :

 


 

We hope you enjoy our work :)
You can also follow and support us on our multitwitch right there :

http://multitwitch.tv/dannou_gaming/monsieurduc/bob8213/frenchdeath

or just follow one of us.

Leave a like or comment down below :)

 

Finished!!

Posted by (twitter: @@TheFish523)
Sunday, August 28th, 2016 11:51 am

About 1 day of work, and refinement. I DID IT! I’m so happy about this! I finished a making a game!

You can find it hereScreenshot2

UBUQ: Guitar Hero meets RPG

Posted by
Sunday, August 28th, 2016 11:15 am

We are The Barberians Game Studio composed by Jose Barberà and me, Toni Barberà, working together with Pablo Martín as composer and Alfonso Miguel Sánchez into the #GameBossJAM event, located in Zaragoza (Spain). More info at:

http://cubotrox.com
http://jam.gameboss.es

Still working on gameplay mechanic, buy I’d like to explain you our game concept. Of course, a lot of things are thought, but only few of them will be finished.

Main concept
“Ubuq” is a 2D action video game in pseudo-aerial view (side). The music is the main driver for the combat system, similar to Guitar Hero style, and it has few components of Shoot’Em Up and RPG.

Story/Theme
The ancient civilization of Ubuq already used advanced technology from 6.000 years ago, and nowadays they evolved until dominate the world. In order to try change that situation, the rebel group Glitch has sent a time traveler to the past. His name is Swap and he uses a timeless music machine, by which he can control the sounds of the future in order to neutralize the ancient technology and so disassemble the Ubuq civilization.

Game target
The player moves the main character inside a limited plane map, into which there are some enemies moving and attacking, by melee or/and ranged. The game target is to kill the boss of the map. Along the map exploration, the player neutralizes enemies and collects loot, which can be money, healing or “musical samples”. They are special devices to improve the attack power.

Combat mechanic
The “attack” consists into play a musical build-up, i.e. music fragment of limited duration, at which the intensity, tone and then number of composition channels are increasing. To do that, the player uses the following gameplay mechanic:

  • An infinite and cyclic rhythmic base is sounding continuously, without any stop. It is ancient/tribal style.
  • The player holds down the “trigger” button to show the “playing guide”. This guide shows the correct order and timing for the buttons to be pressed by the player.
  • If he presses correctly that buttons string the build-up sounds right and a “potential damage accumulator” is increased. That damage is released against the enemy when the player release the trigger button or when he finish correctly the full build-up.
  • Otherwise, if the player fails only one button timing, the build-up is cancelled and the accumulated potential damage is lost. However, the rhythmic base continues sounding.
  • The playing guide also shows a circular impact area, centered on the main character position. It means, when the accumulated potential damage is released, all enemies inside the area receive that damage.

Enemies

  • Melee standard: attack is melee type; poor damage power and resistance. When they are neutralized, their loot only can be money or health.
  • Ranged standard: the only difference from melee standard is the attack type.
  • Badass: they are bigger than standard enemies, and their damage power and resistance are higher. When they are neutralized, their loot can be money, healing and a new “musical sample”. It is a special device that unlocks a new channel for the build-up, unless it already is at maximum level.
  • Boss: it is the biggest enemy of the map. When it is neutralized, the game is completed.

Gameplay dynamic
At the beginning of the gameplay, the build-up is simple and it only has with 1 o 2 channels and poor musical content. The maximum potential damage is low.
The game target is to defeat the boss, but it is too much powerful. For this reason the played must explore the map, look for badass enemies. The special loot they drop will upgrade the build-up.





Holy wars

Saturday, August 27th, 2016 2:39 pm

Map of the world in parallel universe

The most ancient technology of controlling humankind is religion.
So we are making the game about you being a prophet on the recently discovered parallel universe.

It will be a multiplayer game with spectators. Everyone can watch and when feels confident enough to be a prophet can join the game and write his own holy book.

Stay tuned.

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