Hey guys! I just made my first game for MiniLD69! It is an open-wordlish game with crafting, survival elements, and trading. Come check it out!
Hey guys! I just made my first game for MiniLD69! It is an open-wordlish game with crafting, survival elements, and trading. Come check it out!
Hi! Here is a game I made with my friend for MiniLD #67:
We made it in two days and it was mine and his first entry. If we have started earlier we would be able to implement a lot more features that we planned and were interested in, but we couldn’t in such a short amount of time. We had a lot of fun with this project though and personally I can’t wait for the next Ludum Dare, which will be my first!
Please check out the game here and let us know what you think:
Syper Mairo Brutal
As the title indicates, I planed this as a mixture of Pacman (Pakkuman) and Mirror’s Edge. But as soon as I realized that I wouldn’t have enough time to create a cool level with platforming action, add a custom navmesh and an appropriate AI, I scaled down the project to basically a 3D Pacman clone.
But on the positive side I was able to pickup quite fast how unity3d works and even complete a playable result. While testing it I realized that the perspective change made quite some difference on how you play the game (as later was also confirmed in a comment by CyberStarLight). You aren’t only controlling a character on the screen, instead you are in the game and beeing hunted (by some ghosts based on unity primitives). By this small change you already feel a lot more pressure…
Now the only things which remind me that this started with having a plattforming component is the “ghost house” which is a skyscraper in the middle of the map.
But most importantly: I have finished a playable game within the short timelimit and I’m proud of it and have learned quite a lot about unity.
If you want to check out my small Pacman clone, you can find it here.
Don’t be shy to comment, there is something to be learned from everything, even if you hate the game. 😀
Wow that name is bad! I guess I was too busy squeezing out a couple levels 😛 Anyway…
Pacbreakoban is a small puzzle game, and my first attempt at using Unity. It should take between 5 & 10 minutes to finish its 8 levels.
I’m quite happy in the end with the depth of the game, as the later levels turned out a bit challenging to play, yet interesting I think. The physics are a bit wonky at times, but hopefully the game remains enjoyable.
Your feedback is welcome, I’m curious to see whether it’s fun enough for people to finish it!
If you follow my twitter handle “GregGreenGame” you saw on March 30th that I was working on a project for Ludum Dare when I posted this picture:
I entered in mLD #66 “Construct an RTS”, it started on March 26th and ended on April 2nd.
Throughout the whole month of March I haven’t done a lot of programming or any work on Greg Green because our pixel artist stopped contacting us for over a month so we assume she quit (sucks because she did good great work). So I put a pause on the games that I had in development. Then mLD #66 was announced, and my buddy Kai (who I met on Ludum Dare in January), contacted me and asked if I wanted to work together because our plans with mLD #64 fell through. He does 3D art (modelling and texturing) and I am in need of working with an artist so I saw a fantastic opportunity to get back in to the programming mood.
What you didn’t see is how the game actually looked when I first started it. All that was programmed was placing structures, there was no models but a simple UI and the feature for structures to not be placed on top of others. (indicated by color as shown below)
Needless to say, I got over ambitious and had tons of features planned that we ended up needing to cut.
I realized I wanted this game to be played in the web browser for ease of access to players, so I decided to use what I have before, the Unity3D Web Player. Never had issues with it before and it runs (used to run) on most web browsers.
The only browser I was sure it ran on was Firefox because Google Chrome stopped supporting the Unity3d Web Player Plugin near the beginning of 2014. I was unsure about other browsers but most people either use Chrome or Firefox.
I began programming Unit movement but the method I used was way to simple and became instantly scrapped, so I’m not even going to bother showing it. (See the new movement below in v0.3)
I never knew how easy it was to implement pathfinding into a Unity project.
The only issue I had is I had to change the type of water I was using. I originally had a pretty detailed water system with moving waves (shown in the first image up top) but it did not work with the pathfinding system so I used this other one instead and it actually looked nicer in the game so it was a win-win.
UNITS CAN MOVE NOW!
So as I explained in v0.2, Unity Web Player became deprecated and I was slightly unaware. Deprecated means that the feature still remains but is not recommended because it will be removed in a future update. However this wasn’t brought to my intention until I wrote this blog post.
I switched to using the HTML5/WebGL API which for a while now has been in it’s “(Preview)” stage, but it is slowly but surely taking over as Unity3d’s main web platform. I have had no experience building for this platform but I did not run into many issues at all, it actually worked with my UI a lot better than the Web Player for some reason (you can see the better menu below). The WebGL API is supported on way more browsers then the web player, AND it doesn’t require any type of additional download. I did have an issue by allocating too much memory to the game though. I thought the default (256mb) may not end up being enough so I thought I’ll just double it and crank it up to 512mb. This caused it to not be playable on some computers/browsers. Woops! I fixed this issue after Ludum Dare, in the Expanded Version.
Kai finished up some more models and textures so I implemented them into the game, the Gunner, the Tank, and the Berserker (they can all move). The color indicated structure placement was looking good and so did all the textures. I added more stuff to the map like an enemy base, satellites, and cities.
I began working on the title screen but it had some UI scaling issues.
I also started talking to my cousin Josh about writing some music for the game and told him that the game was due tomorrow. He said no problem, I can do that.
So as I realized I was looking at an all-night mission I got the Armory menu working fully functional, you can hire a unit and give it a location and it will drive out of the armory and move to that specified location.
Fixed up the Title Screen to look nicer, and with a functional music switch for the two tracks that Josh sent to me. They sound great, I can’t upload the audio here but really go check out the game and hear it for yourself.
I added on-screen controls so nobody trying out the game for their first time would have a hard time with a not-so-polished interface.
The beautiful addition here is Unit Stats on the bottom right of the screen, this allows the user to know what unit is selected, how much hp it has remaining, and if it is in attack mode or not. This helped understand the combat system a little more. (The image below shows the player’s Gunner unit attacking an opponent’s Gunner unit.)
After a stressful night of getting the damn game in on time I realized the version I uploaded had a resolution error and it cropped the top of the screen so people couldn’t see their resources. I fixed this as soon as I could.
Kai made some GUI Button sprites so we didn’t have to use the ugly default ones, I also fixed some ugly UI scaling issues in the controls panel, the stats panel, and the menus.
Then This. In my only attempt to build a last minute AI within an hour of time I gave the opponent an Armory that automatically builds units on a random timer that I set, and sends them towards your base. One thing I regretted was not spending another hour to get them to attack your base. They will only attack your units and/or move to your base and sit there.
I still made it possible to attack your opponent’s base and armory. Destroying the armory will stop your opponent from hiring more units. Destroying the base will allow you to win the game, causing the game to go back to the main menu (THAT MEANS YOU WIN!).
Yeah, I was over ambitious and me and Kai had to cut some features and assets such as: Airport Structure + Air Units, defensive structures (turrets), click+drag multi selection, a better AI, and taking over cities to gain more resources.
A couple other things I didn’t talk about were that I made the game give u resources on a set timer, and the game was originally controlled by mouse movement instead of Arrow Keys/WASD. It was Kai’s idea to add WASD control so we agreed it would be optional but I ended up liking WASD better than mouse so I never got around to making it optional. Oh and I realized after development that there is already an RTS game called Advanced Tactics that was released in 2013. This doesn’t cause any conflict because my game is titled Advanced Tactics: Mini RTS (/Expanded), but it was kind of funny to find that out. The name Advanced Tactics came from Kai and I believe it is a reference to Advanced Wars because that was one of our main inspirations.
I had no time to get in nearly everything I planned but I also was very busy on the first few days of the dare. I didn’t even have the time to post progress about the game on Ludum Dare like i did back in 2013 for the 7DRTS (My Entry). However it brought me back to that year and the caffeine fueled nights staying up coding. I needed that, it made me feel really good mentally and emotionally. It was revitalizing almost. It really encouraged me to continue work on a more frequent basis and even enter in future Ludum Dare events. I have no idea why it took me 3 years to come back to it!
Well anyways if you want to checkout the entry it’s right here: http://ludumdare.com/compo/minild-66/?action=preview&uid=24878
If you are interested in the future of this project you are welcome to see what I am doing after the dare. I am currently working on an expansion to the game and you can play an early build of v0.8 on Kongregate: http://www.kongregate.com/games/InDGaming/advanced-tactics-mini-rts-expanded
I will probably make a future blog post addressing any updates I make to this game, so if you follow my dev blog then be prepared to see more Advanced Tactics.
UPDATE: Hey! I see we’ve received
20 22 entries to the MiniLD! Nice! Not a record-breaking number but I’m happy to see at least some people got inspired. The submission is going to remain open until the end of the week in case you need to finish a late entry… I actually ended up not having time to make an entry of my own so I’ll try making a late entry myself. As an aside, Global Game Jam is coming up at the end of the week. I wish everyone participating in that the best of luck!
It’s time for MiniLD 64. It will take place during the weekend of 22nd-24th.
The theme is…
Nintendo 64 was released almost 20 years ago in 1996. For MiniLD 64 I want to see some games inspired by the N64 and its games. This could mean for example:
* a game inspired by your favorite N64 game; maybe even a straight up remake.
* a game done to look like an N64 game with low-poly 3D graphics
* a 3D reimagining of a 2D game. Perhaps of one of your earlier LD entries?
I’m definitely hoping to see some 3D platformers a’la Super Mario 64… maybe some flying games a’la Pilotwings 64… perhaps a fighting game a’la Super Smash Bros?
Btw, if your tools of choice can’t do 3D or you’re otherwise unable to make one, don’t worry; it’s not mandatory by any means, though of course it is one of the more obvious things to do.
NOTE: Please avoid using copyrighted material in your games. We don’t want anybody to get in trouble. Get inspired, don’t plagiarize!
And I’m going to use this post to explain my plans for it. Currently I’m planning to make a turn-based RPG / Puzzle Mini game mashup. When you attack, a mini-puzzle will appear on screen, and you’ll have a few seconds to complete it for a successful attack. Each class / type of attack will have a different puzzle to complete (e.g. magic attacks will have a match 3). In the last Ludum Dare, I designed a turn-based RPG, and I’ll be using the engine from that for the base of this game.
Of the ten games of this Mini-LD, I only have four off from work, so the bulk of the game building will happen then. Hopefully I’ll be able to create something fun. Good luck to everyone participating.
We decided we’d give the mini dare a shot since we had such a blast finishing up our first ever game Cleanup of the Black Lagoon.
So – we approached this one slightly differently. Rather than fighting a final boss or playing the final boss, you are but one small cog in the final bosses plan.
I don’t want to share too much (we’re almost finished, honest *cough*) but here some fantastically rough concept art (I like to not plan too much because improvisation!) and a current screenshot of the main play screen.
We’re really looking forward to sharing our game with you all and continuing to contribute to this awesome community.
Shaun & James from CultureBosh!
Here’s a video I made explaining my progress after finishing the first four boss battles in Giga Guy.
My original idea was a demake of the NHL series, but it turned out that getting AI players to correctly play hockey in a weekend almost certainly would have been beyond my
admittedly limited skills.
So that’s canceled.
All’s not lost, though – I have a friend helping me with art and voice acting, and we’ve switched to an alternate set of themes: MSPaint As Level Editor and Monochrome. No screenshots yet, but soon!
Twelve days ago I posted about gist-txt: a tool I created to build text adventures.
Since then it grew with simple, but powerful, new features.
I’d like to cite some that could be really helpful to create non trivial adventure games:
The tool is still underdevelopment, but I think it’s almost ready and it would be great if you would like to use it to develop a game for the next Mini LD #58. I’m definitely going to use it to build a text adventure for the AdventureJam!
Well this was my first entry here at LD. I would love to say I learned some things, but I probably didn’t.
Overall, I had a great time. I seemed to have struggled the most with the theme. For the life of me I couldn’t come up with any concepts or any ideas.
However I still managed to crank something out. It definitely needs more work, a direction would have helped exponentially during this whole process. But I’m happy with it, I think…
I’ve played various Ludum Dare games in the past. So felt it was about time I put something back into the community; and a mini LD seemed like a great entry point.
Oh, and here’s a link to the submission.
The core concept was literally born in my head within a few minutes of reading the Mini LD announcement post; and thanks to Unity, I had a working prototype up very quickly.
Fun Fact: The first level in the game now is actually exactly as it was in that first prototype.
As levels started to get more complex, I added turning the player around when they hit a vertical wall; as the fact the player could only move right left alot of wasted level space.
Cutting the ‘It get’s harder mechanic’:
For a time there was a system where death caused the current level to morph and become harder. This was to apply to the ‘Rage quit’ Goal, but this ended up feeling really out of place.
I think probably because the game relies heavily on player trial and error to solve the puzzle elements; and its difficult to learn when the level keeps changing.
So I figured it wasn’t worth including simply to hit that goal.
I started by designing and implementing various self-contained objects that could be placed in various levels, each doing different things (such as the: ‘Spring’).
Then combining these in various interesting ways inside the Unity editor I could throw together levels quickly, and experiment to find the most fun combinations of the mechanics.
Unity is great for rapid prototyping; so I guess it shouldn’t be a surprise that I fell into it.
It just felt natural to add tutorialisation levels for each of these mechanics afterwards.
My level design skills are hardly great; so to save any aggro I added the skip level button to the pause menu. Although looking back now, I think it would have made more sense to have this option appear upon death to ensure nobody missed it.
I went for the minimalist art really as a place-holder at first; but I’m also terrible at drawing so I ended up leaving it as is.
I actually spent quite a bit of time trying to make music using MilkyTracker; sadly I didn’t end up with anything in that regard. Which is a shame as even a simple track can add alot to a game.
Sfx were made in BFXR and MilkyTracker; and I did learn how to remove noise and crackle that can come out of BFXR (Low/High pass filters are awesome).
All in all. I’m quite happy with the result.
Being the first game I’ve ever released publicly, it feels great simply to know people have played it; hoping to release more free games in the future, be it for LD or something else :D.
Thanks for reading.