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.
Posts Tagged ‘screenshot’
Quick update, I have added troopers and enemy fire so now you start with a platoon of NPC soldiers who help you storm the beach.
But the complexity of having two armies battle is a bit two much for WebGL at least on my PC, so I have built a PC version of the ‘game’.
Needs improved AI for troopers and enemy, animations, sound effects and lots of other fixes and improvements but for about 4 days work it’s OK.
Any and all feedback welcome.
Update – WebGL version ‘trimmed down a bit’ and updated, seems to play a bit better in Firefox than Chrome but still not smooth.
First off, it’s a been a long time since I’ve been active here xD Forgive my absence, I’ve been working on perfecting my skills and some really large projects that may finally release sometime within the next several months! Here’s a quick preview:
As you can tell, the past several months for me have been about improving my games in terms of graphics and visuals/effects. I’ve learned that detailed worlds take hours and hours of hard work detailing even the smallest, unseen items. And I’ve learned tricks to work around modeling every item, such as repetition and implication. However, I’m not here to talk about my new game, I’m here to ponder why the gaming community has changed, specifically within the past year.
Improving the graphics in my own game made me think…
Why are people so obsessed with graphics?
E3 2015 just ended, and all I heard about the smaller games was “What??? This is 2015, games should look better!!” I’ve seen hundreds upon hundreds of comments about Fallout 4 and how it looks “bad” or “I’m not getting this because it’s no better than Skyrim.” Now whether you think Fallout 4 looks bad or not, the point here is why care? When Minecraft was released did people bash it for its graphics? No, because the focus was on gameplay and innovative mechanics. There was also a stylistic decision to the 32-bit look.
When I play a game, for example Shadow of Mordor, I don’t play to watch stunning visuals. Sure, it’s awesome to have something that’s nice to look at, and the particle effects make gameplay more satisfying, but in the end… I play to unlock more upgrades. Or I play to advance the story. Or I play to see all the unique bosses generated. Some developers have claimed that graphics pull in the audience, and mechanics keep them there.
But why has it become a competition? Why are downgrades and optimizations and particle counts making/breaking the game for some people? Why does it matter what resolution your shadows are or how many polygons your characters have? I’ve always gone by the rule that the graphics in your game should fit your game. But I’m seeing people that hate Watch Dogs because the shadow quality was lowered for the final release. And I just don’t understand why.
Why do Resolutions/Framerates/Specs matter?
Yes, I’d much rather play a game at 60fps. Yes, I’d much rather play a game at 1080p. But why is it causing people to cancel pre-orders? Fallout 4 was just announced to be 30fps on consoles. Can you guess the comments? “Unacceptable for a 2015 game!” “Bethesda sucks! These are current gen consoles!”
People don’t seem to want to accept any framerate lower than 60 for anything, even if it means not playing one of the most anticipated games of the year. And I don’t understand why it matters in the slightest. As someone who grew up with games running in a 400×600 window, I can get immersed in any decently made game, no matter the resolution or framerate. I played Mount and Blade with a constant 23fps in 400×600 stretched fullscreen just a year ago, and it’s still my favorite multiplayer game of all time.
What is it about gamers these days that they won’t accept lower specs? It’s not even that they care about the gameplay or mechanics… they just care about the graphics and the “hours of gameplay”. They want something that looks good and lasts a long time with “new content”. Maybe it’s just because I’m a developer, and this is hate towards developers… Or maybe I’m not as spoiled as some of the gamers out there nowadays. But to me everyone seems to be angry.
Why do Gamers hold Grudges against Companies?
Finally, I’d like to address Ubisoft. Literally everyone hates Ubisoft. Why? I have no clue.
They’re mad at the Watch Dogs downgrade. They’re mad at the quality of Assassin’s Creed Unity. They’re mad at the glitches in Assassin’s Creed Unity. They’re mad at the length of the South Park game. They’re mad at… what exactly?
Sure, none of the items above are good. But they were things expected of a company like this. Companies are not evil, they’re not out to get you, they just want money. And they’re going to take action to make the most money no matter what, so why is everyone upset when they do something like this? Konami confirmed microtransactions in Metal Gear Solid 5. Suddenly people are canceling pre-orders and shouting at them to stop being greedy. Really? Optional payment to get stuff faster is bad? Might I stress “Optional”??? You’re going to not buy a game because somewhere in the code is a “pay” button?
What do you think?
These are just my OPINIONS so please don’t judge me for my OPINIONS thank you ^-^. But honestly, is it just because I’m a developer that I’m siding with developers here? Or am I simply not in the AAA industry so I don’t expect AAA quality? What is making gamers nowadays so focused on graphics? Why are they so spoiled?
It seems like I just woke up today and everybody was angry at people in my profession. Or maybe they’re angry at publishers. Either way, there’s nothing good in the comments anymore, just hate. Hate and strong opinions. I’d love to know what you guys think! (P.S. I don’t know everything about these incidents, so I may be wrong about the opinions of some players)
And soon I will start posting more about my upcoming game Thanks for reading!
placeholder graphics, A* path finding, screen shakes.
although we haven’t been able to participate in Ludum Dare this time we still would like to show you our last game, which would have been quite fitting for this theme…you are a bunny defending a giant carrot and killing mutants with, well, CARROTS! 😀 We have been working on our last LD31 Jam entry “Of Carrots And Blood” and we have released it on itch.io for free for Windows and Mac and it is also coming out on Desura soon. We have added powerups, different enemy types, a global highscore for the single player and we have also added a local 2 player Co-op mode (which is the most fun) with a big boss fight surprise in the end! So please check it out
And for those of you who already know the Jam version, it would be really cool, if you could compare the two versions and tell us here in the comments, if we applied your feedback for the better or worse 😉 More feedback much appreciated!
Thanks, have fun playing
Chris and Sebastian
There have been reports that 10 year old Newt Scoot has allegedly destroyed majority of his home in an attempt to blockade and subdue multiple unidentified entities. Surveillance footage from inside the home displays the boy shooting various items through what appears to be a makeshift, leaf blower cannon. For more details, or to watch and “Experience” the action for yourself: Click Here
Hello all, I go by Boateye on the internet, but you can call me boateye, since we’re instant best friends!
This was my very first Ludum Dare, but second Game Jam (I did the most recent miniLD #58). And I learned quite a bit. As such, I’ll hold up game dev tradition and make my first ever Post-Mortem!
What went well:
- Making my own pixel art for the game was surprisingly fun!
- I was able to effectively reuse some of the sounds that I made for my Mini LD#58 entry, Combat Pong, which saved me a bunch of time.
- The game was actually fun to playtest! This is a first for the games I have made.
- This slightly ore abstract theme was much better and easier to implement than my original idea
- The shooting and flying feels really good. One of the main details that I ike to focus on is “Game Feel”, and I think that this is my best effort so far.
- The central mechanic of using different amounts of your own score to kill enemies was fun for people like me who want to get maximum value from every action in a game. Trump, and Lous Scott-Vaargas would be proud
- The upgrades were fun to implement.
- The enemies spawning and moving in the background of the title, ending and upgrade screen were an accident, but it ended up looking nicer than what I had planned. I love moments like these during game development!
- Itch.io is a really great website for hosting games online. I encourage anyone who has not tried them yet to host their next project on there.
- Feedback is very positive!
What went less than well
- There was a bug where the enemies weren’t awarding the right amount of points to the player
- The Smart bomb wasn’t working at the time of release. It was now adding the accurate amount of score based on enemies killed. That is now mostly fixed.
- I wasn’t able to implement mini-health bars for the regular enemies that require multiple hits to help the player find the most effecient way of killing enemies.
- I was not able to implement good tutorial levels to teach the player the main schtick of the game, outside of the game’s text description which no one reads :p
- Art is unremarkable, but functional.
- There aren’t as many levels as I would like. The game is very short.
Overall, I feel that Score Attack was a success for my first proper LD game. More things went well than wrong, and even the things that went wrong were easily fixable post-jam. I’m really proud of Score attack, and I encourage you to check it out if you like Shmups!
So as well as this being our first Ludum dare we’re also very new to making video games so this jam was a brand new challenge for us! But it’s been a blast playing all the insane games that came from this dare, and its been awesome to read the comments you guys have given us for our game BLODAU.
This is a rad community and we can’t wait until the next jam!! So to show our love I’ve made ya’ll a little gif of our game’s character
‘BABY BORN’ – A POSTMORTEM FOR YOU CAN SHAVE THE BABY
A CHIKUN GAME BY JOSEF AND RYAN
‘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.
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.
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.
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.
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.
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.
BABY SHAVERS WANTED
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.”
Added steam spewing off at the top. Cosmetics only changes. Check out my game, Hot Kitty!
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!
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.
P.S Check it out here!
Phew! My first ever game jam is over, and also my first ever game has been published! I have to be honest – it feels good!
CharnHell is a top-down, local co-op brawler-cum-king of the hill style game, where you are forced to fight another poor soul for the amusement of the devil. You must chase the light in order to win, whilst beating off hordes of enemies – with no less than the body parts of your fallen enemies!
We managed to get the game to a good point by 2am, and spent about 30 minutes packaging it up, uploaded, then hit the hay. Considering I’ve spent the last 2 years developing my other game project, putting a game together in 72 hours sounds completely insane, but we did it! There are definitely some bugs in there (players / enemies sometimes spawn inside walls, sometimes throwing doesn’t work, there are some slight balance issues, and we didn’t have time to test the Mac or Linux builds), but overall we’re really happy with how things turned out.
A massive thanks goes out to my friend Lew, whom I worked very closely with the make this game happen; our good friend Ozy, who has provided the music for the game (though he doesn’t know it yet!) as we didn’t have time to create our own; our stream followers for their ongoing support (you know who you are!); and my lovely wife, who supplied us with a steady supply of tea and bacon butties!
We’ll have a time-lapse of the game development up soon too – until then, please check out our game and vote! I’ll be making sure I spend some time this week playing and rating other people’s games too.
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 !
PS: Great bug, when you lose, the music continues, and a new one begins.
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.
Thanks for playing and we look forward to seeing what the community thinks of The Ties That Bind.