Ludum Dare 36
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Posts Tagged ‘screenshot’

Mead Boy: Game Feel and Level Design

Posted by (twitter: @blubberquark)
Tuesday, September 6th, 2016 8:08 am

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play Mead Boy or read on:

This is not a post-mortem of the development process, but an explanation of the game design and what makes it tick.

Game Design

Mead Boy is a small platformer where your goal is to drink all the mead. The more mead you drink, the more laggy your controls get. Alcohol wears off slowly and linearly, just like real life. Also like in real life, a single drink impacts your reflexes enough to make many tasks perceivably more difficult. A tenth of a second of lag is already noticeable. In order to make players not just wait out the effects of the alcohol, and progress slowly, there is hunger clock and a time-based scoring system. Food pickups set back the hunger clock, and Gold pickups increase the score. One per mille of BAC creates a lag of one second and takes ten seconds to wear off. This should incentivise players to look for food while stillslightly drunk. Levels are small and take under a minute to complete. Levels should pose little challenge “sober”.

Each level represents a real city from the Viking age. There is an overworld map that shows you where the city is, and how a river connects it to the sea. There is some looting and pillaging, but no combat or violence against people shown.

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Game Feel

Speed and Momentum

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Mead boy is a game about going right, going fast, picking up speed, and jumping far. (At least when you’re sober. When you are drunk, you pick up speed and go too fast. Your first instinct if the character is not responding right away is to hit the buttons harder.) There are only three buttons needed to control Mead Boy: Left, Right, Jump.

Mead Boy responds to button presses instantly, but he keeps accelerating until he reaches a top speed of 5.5 pixels per frame. When you stop pressing the button, he decelerates exponentially. At speeds below 1 px/frame he stops completely (like stiction compared friction). This way there is no “long tail” of slow sliding after landing a jump, which feels weird and floaty and may make you fall off a cliff when you don’t expect it. The following diagram shows a plot of speed and button presses, where you can see a long attack and a quick release phase:

diag1

Jumping

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Jumps are always the same height, and there is no way to increase or reduce the jump height. Like Mario or Sonic, Mead boy goes right fast. Mead Boy is not Luigi or Mega Man. The Camera only scrolls on the left-right axis, in order to de-emphasise going up or down.

No Turning on a Dime

Mead Boy can come to a standstill relatively fast, but turning around is harder: When he is still moving into the opposite direction, the slow acceleration takes longer than simply stopping first and then accelerating into the other direction. This makes the momentum feel “weightier”, but it is also kind of frustrating. Mead Boy is running really fast; you can’t just turn around. Well, now you know and can exploit the behaviour for speed running!

diag2

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Level Design

play Mead Boy before you get spoiled!

Haithabu

haithabu level

Haithabu Level – Click to see at full resolution

This is a kind of tutorial and sandbox level. There are only three units of alcohol and enough food. You have to jump out of some pits, but there is no way to drown or to get stuck. You spawn on the left and have to go right. You can also go back left. You have to use both running and jumping controls, so I know you can use them when you advance to the next level.

How the level fits with the theme: This level is inspired by the Viking city of Haithabu. The destruction of Haithabu marked the end of the Viking age. Haithabu is your home base and a safe place. That’s why there is no longship. You arrived on foot. Haithabu is your home.

Lindisfarne

lindisfarne level

Lindisfarne – Click to see at full resolution

The second level is much bigger. There is only water on the left and land on the right. After the first mead pickup, there are two food items that should reset your hunger clock. The only “dangerous” jump comes right after: You can fall and drown, and you might still be slightly drunk at this point. You have to make a leap of faith. After the next jump, you are free to take all the gold and set the buildings on fire. Jumping to get the gold or over the small bump after the cathedral may be tricky due to alcohol, but you can safely retry: No real challenge.

How it fits the historical theme: The Viking raid of the Lindisfarne monastery marked the beginning of the Viking age. There are stone buildings and churches that kind of look like an English monastery of the era.

London

london level

London – Click to see at full resolution

This was the first level I had designed. There is more alcohol, the same amount of food, and you have to jump over a gap to get food. The last bit on the right requires you to jump onto a small platform after two units of alcohol. Definitely harder than Lindisfarne, but not much.

Historical Inspiration: The building on the right is a mash-up between the tower bridge and the tower of London. London was raided by Vikings multiple times. The tower bridge was not there during the Viking age, please forgive my anachronism.

Paris

paris level

Paris – Click to see full resolution

Paris is a step up in challenge. There are two deadly jumps in the beginning, lots of going up and down and the buildings you torch are relatively small. You have to go back and forth to collect all the food or gold.

The Lore: Paris was attacked by Vikings a couple of times under Charlemagne. Once they paid ransom, once they didn’t. Guess how that turned out. Also red wine and the Eiffel tower (super anachronism) to make sure you get that it’s Paris.

Hamburg

hamburg level

Hamburg – Click to see full resolution

Hamburg is the last and hardest level. It has the most alcohol, lots of water to drown in, and gaps where you have to jump right and up or down. I expect you to lose this on the first try. Nonetheless you can make many jumps drunk. Losing is fun!

History: Hamburg is a port city and a member of the Hanse. It has trading post houses right in the harbor. Also a dike. Also vikings.

play Mead Boy and comment please

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UBUQ: Guitar Hero meets RPG

Posted by
Thursday, September 1st, 2016 7:31 am

Take a look to the game from The Barberians Game Studio:

http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=112058

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Curious Dinos are waiting for you!

Posted by (twitter: @rafaskoberg)
Tuesday, August 30th, 2016 3:37 pm

— Curious Dinos —

Your spaceship crashed on Earth during the Jurassic Era and you need the dinosaurs help to get it fixed. Use basic ship functions such as alert lights to interact with their emotions and return home.

Curious Dinos is a game about experimentation, reaction and emotions. In my opinion it’s very relaxing, and watching those dinos interact with you is just pleasant. We had a GREAT time developing it, it was a lot of fun, and we hope you have fun playing it as well! 😀

 

>>> PLAY CURIOUS DINOS <<<

 

— Screenshots —

Our entry: Apalis

Posted by (twitter: @tselmek)
Tuesday, August 30th, 2016 10:42 am

Hurray, we succeeded on submitting before the deadline. It was tight but we managed to make something rather cool, it’s a little die-and-retry puzzle platformer and if you like difficulty, this might be your cup of difficul-tea. You can play it HERE. Expect a postmortem post soon-ish this week.

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]

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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

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You can interact with dinos already!

Posted by (twitter: @rafaskoberg)
Monday, August 29th, 2016 1:42 am

Your spaceship crashed on Earth during the Jurassic Era. You need the dinosaurs help to get your ship fixed. Use basic ship functions such as alert lights to interact with their emotions and return home. :)

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?




A screenshot of a cutscene from our unnamed project

Posted by (twitter: @kacperski1)
Sunday, August 28th, 2016 6:48 pm
Actually it's just how the cutscene will look like, not yet implemented inside the game.

Don’t let the atmosphere fool you, this is just a simple puzzle game. But maybe it will grow into something bigger after Ludum Dare, who knows? Well, I don’t.

Day 1 So Far

Posted by
Sunday, August 28th, 2016 3:22 pm

Do you like Chinese food?

What could do the ancient Chinese men with a rocket and some gunpowder?

Unmistakably shot himself toward the stars!

A launching game about an especially bored Chinese and his massive rocket, the prototype(some squares gliding) is nearly finished, and we also got some art done.

He's staring right at your soul.

He’s staring right at your soul.

So far so good, we expect to get something playable for tomorrow and maybe a demo for you to play.

Thank you for you support guys and lets have a great LD!!!

Rough interface in the working, levels galore.

Posted by (twitter: @tselmek)
Sunday, August 28th, 2016 11:37 am

Got a rough base for a menu and a level selection screen as well as sketches of what the first tutorial levels could look like. Will leave them as is for now and improve them tomorrow, let’s make more levels now.

View post on imgur.com

Dinos don’t need no thought control!

Posted by (twitter: @rafaskoberg)
Sunday, August 28th, 2016 10:18 am

In our game you will interact with ancient dinosaurs through emotions ❤️

Pictograms, anybody?

Posted by (twitter: @AurelDev)
Sunday, August 28th, 2016 5:14 am

Screen Shot 2016-08-28 at 11.12.25

And now they’re building pyramids in my honor

Posted by (twitter: @rjhelms)
Sunday, August 28th, 2016 3:06 am

I stayed up too late. Should have been in bed two hours ago. Oh well, off I go now.

Overall, today was awesome. Got a lot of great things in place. Spent a bit of time bashing my head around some things that appear to be bugs in Unity 5.4.3, and a bit more time bashing my head around some things that appear to be bugs with my own ability to make games.

Left to do for tomorrow:

  • add a few more types of bad guys
  • implement difficulty progression for my level generator
  • add all the interstitial screens: title, instructions, lose, level clear (maybe)
  • music
  • balance and bug bashing

I think that’s doable.

The point of this game is to convince the Egyptians to build pyramids. I’ve got that in place now, and the size of the pyramid is based on how well you performed on the level. A near-perfect performance gets you this:

7-pyramid

Adventures in procedural generation

Posted by (twitter: @rjhelms)
Saturday, August 27th, 2016 10:46 pm

Every Ludum Dare, I look in awe at folks who are able to implement procedural generation in their games. It’s never anything I’ve really tried before, and just about every compo ends with me making a mad dash to design levels that are never as balanced or fully-featured as I’d like.

I’ve decided to change that this time: I’ve got a broad sense of how I can parameterize the difficulty a level, so I’m going to give fully procedurally-generated levels a go. Not much to show of it so far, but in keeping with my absurd Egyptian theme each level’s going to take place on a river vaguely representing the Nile. Here’s my river-generating procedure in action:

5-procgenriver

Now to get the enemies that I already have developed also being slotted on the level, and I’ll be well on my way to an actual game.

Our entry is going places. Very weird places…

Posted by (twitter: @rafaskoberg)
Saturday, August 27th, 2016 6:26 pm

weird_places

 

What is that?! We were in peace for millions of years, but now this… thing… fell from the sky. Maybe we should all take a look.

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