Posts Tagged ‘screenshot’

Thank you all for such a great Ludum Dare!

Posted by (twitter: @TheFish523)
Monday, January 2nd, 2017 3:10 pm

I gotta say this Ludum has been one of the best so far for me. (Even though it’s only my second one) Alot of people played my game compared to my last game (Seriously like 6 times as many people). I’ve learned alot from this jam. And I appreciate the mountain of feedback you guys have given me.  I’ve had 3 YouTubers play my game and even some streamers.

Two things really stood out.

1: How motivated you can get when there’s 3 hours left in the jam (Seriously I got more content in those 3 hours than I did the first day).

2: The community.

What do I mean by community? Well, what do ya think? The out-pour of feedback, and the downloads and ratings adding up everyday, I even got a guy on twitter who said I inspired him to participate in the next jam! it’s just a fantastic feeling.

Overall, I think 2017 is gonna be a great year for game development. You all ignited a fire of passion inside me, and Intend to use it. Again, thank you all so much, and I hope to see you in the next JAM!

 

Cheers,

FisherG.

 

Cute

 

PS: IF you want to play my game, you can find it here

HourGlass Collector. When simple things are not so “simple”.

Posted by
Saturday, December 24th, 2016 12:39 pm

First of all, I want to thank everyone for the provided feedback. We appreciate that!
It was an awesome jam and we had a lot of fun. So I decided to tell you our story.

A story of HourGlass Collector

HourGlass Collector

Team

  • Skorpyo. Team Lead, Programmer, Project Manager.
  • Fourcy. Game Designer, Level Designer, Artist.
  • Xcentric Noizz. Composer.

Theme

    “One Room”. This theme was unexpected. But it turned to be a very interesting one. It wasn’t a hard one for us. The idea immediately popped up in my head. Our game designer polished it and we started our project.

Game Design

    Fourcy started to make game design. First thing he made was a list of game elements. They were used as game objects. With this list I could make a set of placeholders to test mechanics, controls and other stuff. I started coding while Fourcy was working further on game design.

elements

     Next step – game mechanics. Our game has a lot of different game mechanics. Fourcy came up with around 15 of them. Not all of them made it to the end. Some were changed, rebalanced or trashed. I will not show you the full list cause this will ruin your game experience =) At this point Fourcy started to work on art.

Art

    All sprites were made by Fourcy. He used Sai as graphics editor.

char animation standingarch door spawnerspikesbutton map

 Level Design

    Fourcy spent a lot of time polishing this “level”. It had to contain lots of “game layers”. This was the result of “brainstorming”.

leveldis

    There are 3 spawn points on the map. A button works as a trigger and spawns hourglasses. Active spawn changes in a clockwise direction. (This is a hint for one of the levels)

Coding

    This game was made in Unity3D (C#). After recieving list of game elements I started to work. I made a list of placeholders and started to implement base logic. Here we began to move and jump. What a platformer without jumping?

     Spikes added (yellow box). First real danger. By “danger” I mean DANGER. See these corpses?

    Working with placeholders saved a lot of time. I’d made almost every game mechanic before we had sprites ready. But with sprites it looks better.

Music

    Our game is almost ready. We need one more thing – a good soundtrack. This is where our composer starts to shine. Provided with gameplay and pictures he made an OST that changed the game. It was no longer a boring platformer but a funny game that attracts you from the start and keeps you till the end. If you like the OST and want to listen more, search for Xcentric Noizz.

Testing

    We asked everyone we could to try our game. We knew it was hard so we made the game a lot easier. We can’t make it even easier because it will become boring. We did our best to balance the difficulty curve. But there’s always room to improve. And thank you for the feedback and gameplay videos. This helped us to find the problem.

Thanks for reading!

Click here to play HourGlass Collector

Post LD

Posted by
Friday, December 23rd, 2016 5:55 pm

Finally finished the post ld version, of my entry. Now it’s how it should be :)
And here it is goo.gl/WHdKo7 !

screenshot

screenshot

Postmortem Time!

Posted by
Friday, December 23rd, 2016 1:40 pm

title

Postmortem

DONE

Here is the (likely incredibly dull) story of how I made my Compo entry, One Room HotelAs a bonus I also did some stuff with the CSS of the post, hopefully that works out when it gets to the front page.

theme announcement

When I heard the theme, I was not happy. I felt like I had no ideas for the theme, and that it was far too limiting.

Then I realized I had voted for it 😛

My brainstorming process is simple: come up with ideas for the given theme, then come up with themes related to the given theme, then brainstorm based on those. I find doing this is very helpful, as it forces you to look at the theme in different ways, rather than mentally getting stuck on a few ideas. I ended up writing down the idea I was going to use in the section headed “One Room at A Time.”

The idea, as written, was very unclear:

Action Hotel Management Rhythm Game

I  worked up the design of my game based on this, and it went through a few iterations.

  • In the first iteration, you controlled a room in a two story hotel, and needed to pick people up as they walked through to bring them to another side. The idea didn’t really make much sense, so I scrapped it.
  • The second idea was not related to the theme very much at all (it was closer to the “One Room at A Time” the original concept was written under.) You needed to place and remove rooms to optimize your hotel. I realized this did not fit the theme, and would not be very fun, and scrapped it.
  • The third iteration was the one I kept, where you need to carry people around in order to get them where they want to go quickly.

The inspiration for the game actually came from Hot Wheels Drive Through Dilemma, a time management flash game I played a long time ago. I was also thinking about the game SimTower, an inspiration which a couple of people seem to have picked up on.

After I had my full idea, it was time to start work.


starting work

One issue that has been common to every Ludum Dare I’ve competed in is a lack of initial confidence in my idea. I always second-guess myself and this compo was no exception.

I especially felt that the sprites I was drawing would not work. I nearly scrapped the idea right there, but my bad experience a year ago with wasting time on a second idea when working on Disphere led me to stick with my original plan.

One Room Hotel Early Development The basic mechanisms in place.  At this point I was still thinking about changing game ideas.

This uncertainty continued throughout the night, and into the next day.

I finished the day with a post showing people entering the hotel.

One Room Hotel With Guests The game started to have some form, but I was still unhappy with it.

the first day

When I woke up to start work the first full day, I saw that this was the most “hearted” post I had ever made, with 17 hearts. This is what finally convinced me that this was the idea to work on. If people were responding this well to such a basic illustration of the mechanics, I must have been on to something.

Getting the people to look good was a struggle, and took the better part of an hour and a half. For a while I was worried that I would need to pursue a different graphical style, but I ended up managing it.

When I finished the amenities, the game really started to come together. It started to fell like a real game, and I felt it was time to share what the gameplay was really like. I came up with a simple backstory for the game, and made a post. In a couple hours, this post had 27 hearts.

One Room Hotel With Three Amenities The most hearted image I have ever posted.

This post is by far the best received progress update I have ever had, and helped motivate me as I began to add more fleshed-out gameplay.

The next major change to the game was the addition of the day-night cycle. I needed a way to make it clear when a round was going to end and to create a feeling of progression during a stage, and this was the perfect way to do so.

Unfortunately, this somehow managed to be the most time consuming process of the entire project. I struggled with calculating how to blend colors, and with the scripts for doing so in GameMaker Studio. I eventually resorted to trial and error for getting the sky’s brightness right, and used an overlay rather than blending the color.

The ordeal was worth it, though, as it made the world feel more alive and gave the game a much better progression. The progression still wasn’t perfect, however, so I started to brainstorm ways around this.

One Room Hotel Timelapse The day night cycle took far too long to implement, but it was worth it.

After the day night cycle, there were still a few issues with the progression of the game. People came and went at any time of day, and rounds had nothing substantial separating them. I fixed this through two changes:

The first was a three part structure to days.

  • In the morning, people enter the hotel, and the player is calm.
  • In the afternoon, the hotel is full and hectic, making the player stressed.
  • At night, people leave the hotel, releasing the stress from the afternoon.

This change in the intensity of the day over time is critical to the feeling of the game. The stress I wanted would have tired the player if it was constant, or even if it was random. Because it happened at a specific time during the day, it created anticipation and gave the player a chance to prepare. This wasn’t perfect, however, as the RNG could throw incredibly difficult situations at the player. This is an issue with all of my games, and it is the main complaint people have with One Room Hotel in particular.

The next feature I added to improve the flow was hotel construction. The time between rounds felt rushed, and I needed another step in order to ease the transition to the next stage.

I thought about what I could add that would fit with the progression of the game, and I realized that adding a screen where you must construct your tower would accomplish three things:

  • Break up the time in between stages
  • Give a sense of progression as the tower grows higher
  • Add a layer (or maybe the illusion of a layer) of strategy

The building screen accomplished all of these things in my mind, and I personally think the blueprint aesthetic during construction looks really cool.

Construction of the One Room Hotel Construction helped the rhythm of the game, helping to better delineate stages.

After construction was finished, I squashed bugs and implemented small features for a while before going to sleep, with a near feature complete game ready for polishing on the second full day.

the second day

PANIC PANIC PANIC PANIC

At the start of the second day, I had around 20-30 items on my to-do list, which was just a little bit nerve wracking. I legitimately thought I wouldn’t finish, but I pushed through and just started working despite this worry. Worries like that have hurt my performance in previous events, and I was NOT going to let that happen again.

After all of the panicking, I decided that the most important thing to get done was the user interface. I’ve neglected this somewhat in the past and it has hurt the quality of my games. I spent a few hours on the interface, and tried a few different styles before I settled on what I used in game (and in the styling of this post.)

One Room Hotel UI and Reviews I chose a UI matching the color palette of the hotel.

I also worked on the in-game UI, and got that looking good with a color changing satisfaction meter and an icon for your money (score.)

I wish I had taken the time to make a separate icon for satisfaction, but I was forced to focus on others things.

One Room Hotel User Interface The basic in-game interface: the satisfaction meter and score.

Something I added that not many people seem to have noticed is the randomly generated hotel and newspaper names. There are thousands of potential hotel names, each generated from an adjective, a noun, and then a type of establishment (Inn, resort, hotel, ETC.)

  • remote smile resort
  • summer arc retreat
  • summer cliff hotel
  • spring shark resort
  • enchanting gulf retreat
  • winter pond tower
  • regal delight hotel
  • enchanting tornado resort
  • winter mountain resort
  • pleasant delight tower
  • globetrotter mountain resort
  • regal park tower
  • pleasant arc tower

The newspaper names were a little simpler. They also consisted of three parts, but the first was simply a choice between have “The ” or “” at the start of the name. The next part was a noun, and the third was a type of publication.

  • The Remote Week
  • The Silver Herald
  • Hotel Times
  • Fascinating Week
  • Inn Enquirer
  • Terracotta Times
  • Hotel Journal
  • The Pleasant Week
  • Royal Tribune
  • Summer Chronicle
  • Happy Gazette

I love adding details like this to the game, whether or not anyone notices 😛

Since near the beginning I had ideas for the music of the game. I wanted some medium tempo jazz for the menus, and a really fast tune for in-game. I only had time to implement the menu music, unfortunately. I was disappointed at first, but when I changed the music to play in-game I realized it worked pretty well.

The music was originally intended to be for the menus only.

I made the music using Mixcraft 6 (NOT recommended, very buggy) and midi instruments, along with a (musical) keyboard. To come up with the tune I hummed along with the game when I was testing and recorded it. Once I sang something that I liked I just needed to figure out the notes to actually play it.

I would highly recommend this method to anyone who doesn’t typically write music, as it really saves time and does a lot for quality if you don’t know how to write music. It’s a lot easier to improvise melodies when singing then to mess around with a keyboard until something sounds good.

final hours

For me, the final hours of any event are some of the most important. This is where I add a final layer of polish, and elevate the game to the next level of quality. Strangely, what I feel is the most important single change I made on the final day was making the sun better:

One Room Hotel New and Old Sun The old sun is on the left.

The yellow of the sun brings the game’s visual style together, and I think it turned out really well. I don’t know why, but that’s when I really felt like I had made something good. Maybe that’s weird but that’s how I work.

reception

One Room Hotel is the best received game I have ever made. I’m really happy with it, and I’m ecstatic reading people’s reviews.

A few people have called it one of the best games of the event. I never thought I would get to this point in my game development, and I am so happy that people feel this way about my game.

I’m incredibly excited to see how the game places, and I hope to finally break into the top 50 for fun, and maybe even for overall.

post compo plans

I may release a post jam version of the game, fixing some of the issues with it, and it may be coming to Android. I’m not sure at this point, but it is a possibility. I’m more likely to focus on a long-term project I’m going to be working on for FFSJama manic shooter.

Thank you so much for reading!

play now

 

Le Rest’ouf !

Posted by
Monday, December 12th, 2016 6:35 pm

menu
WE MADE IT!!
Even if we did it through Skype (8700 km between us) and the fact as we didn’t know each other before this 72 hours… What a challenge!

Le Rest’ouf” is a crazy restaurant simulator where you serve fancy cuisine to impatient customers by throwing plates at them. Click and drag plates to throw them, Headphones are REALLY recommended !

→ You can try the game here
→ And check the Original Sound Track on Youtube !

Last update to HellBlocks!

Posted by
Monday, December 12th, 2016 5:31 pm

The last update of hellblocks was just made public!

Thanks everyone!

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I ported WebGL version of my game!

Posted by (twitter: @geekdima)
Monday, December 12th, 2016 1:54 pm

Hey! So finally I found out why my WebGL build crashed, not enough memory! I gave it half a gig, hopefully it’s not too much for people with low-end specs.

WebGL!

WebGL!

You can play it on the game page, or GameJolt.

Now let’s get back to playing games!

New update on HellBlocks

Posted by
Monday, December 12th, 2016 10:56 am

All of your requests have been fixed! This includes the following :
1) Instadeaths are fixed!
2) Full controller support.
3) Added an indication to the blocks that are about to be destroyed.
4) Fixed gem counter.
5) Changed the pitch of the jump sound that made it sound like a glitch
6) Added gem counter in game.
7) Made more precise collision calculated for the player.
8) More gem drops (yay!)
9) Changed (a bit) the box spawning algorithm.

Thanks for playing!

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Progress Update 2

Posted by (twitter: @clockworkpat)
Monday, December 12th, 2016 2:22 am

Steady progress! Our main todos left are: finish up level design/gameplay, fix all issues playtesters had, figure out music.

Good luck jammers, and congrats to everyone who submitted already! :)

progress2

Not finished

Posted by
Sunday, December 11th, 2016 9:07 pm

wolfpallew1

So, I was spending most of my time trying to rewrite a raycaster wolfenstein engine from scratch, something I have done before in the past but always end up with horrible bugs and long time till I get it right. The alternative root would be to write some OpenGL code and make a simple room but I was afraid of the modelling it will require or maybe I could make it with procedural contect but not sure how it would look. While the raycaster root would mean blocky walls and a single would be too bland, but the idea was different. The concept would be to have all these hundreds of doors (in the screenshot it looks like garage door almost, proceduraly generated cause I don’t have time to write code to load images now) and Only One Room behind the doors would be the correct. Yep, kinda twisted the theme. I was thinking of making some funny enemies or pictures behind the wrong walls and ridiculous sounds (I haven’t done any of them), so it would get annoying the more you open. I wasn’t sure how to go from there gameplay-wise, hoping to finish and plan from there, maybe have a limited time till you open the right door and a monster to chase you around the corridors or the wrong doors triggering bad effects in your movement (like drunk movement or freeze for 5 seconds, etc).

I am not even sure if I’ll have motivation to wake up tomorrow and finish this for the Jam instead. So, I’ll just post a screenshot for now..

Finally finished :D

Posted by
Sunday, December 11th, 2016 4:39 pm

Got it done ! Vote here : http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=125089

125089-shot0-1481482947

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Extra drunkness!

Posted by
Sunday, December 11th, 2016 12:01 pm

Hey, here another update on our game Drunk Guy. This time a lot of improvements have been added to the procedural generator. The visuals also got a big upgrade. Now going to add some NPC’s that try to push you off!

View post on imgur.com

Screenshot

I’m in , Here is our progress of our game!

Posted by
Sunday, December 11th, 2016 9:19 am

Hello,

Here is our progress for the 72 hour jam.
Our game is about a dude that is walking around in an imaginary world. But even if that is the case he still has to go to the bathroom. In the game you will be trying to reach the bathroom through a procedurally generated level and here is our progress.

Drunk Guy game

Trying, Trying, Trying

Posted by (twitter: @DietrichEpp)
Sunday, December 11th, 2016 7:31 am

Trying, trying, trying but it’s not a game yet.

Crew Report

Here’s your intrepid, randomly-generated crew. With cool sunglasses. You’ll have to earn those.

Space Ship

And here’s the Expensive Undertaking, a badly damaged ship with only enough power to run one room at a time. Uh oh! Well, that’s the view in the Unity editor. I ditched vanilla JavaScript this time around, and I probably should have done it earlier.

This is actually my first Unity game that’s not a team game. Let’s see how badly it goes!

Far too delayed first post

Posted by (twitter: @Ananace13)
Sunday, December 11th, 2016 5:52 am

So, completely forgot to do the usual courtesy blogs about tools, battlestations, food, etc. Figured I should at least make a progress post so that people know that I’m here.

 

Had some trouble thinking of a good idea for this theme, or at least an idea that I would be able to get to a playable state inside the hours of free time I have during this weekend.

Been woefully unprepared for the current compo, using C++ as usual after all and didn’t have time to build a proper framework for the game, so none of the fancy ideas I had at first – scripted objects, entity-component system for everything, etc.

Doing my best though, and after one day – ~5-6 hours – of coding I at least have an idea and something that looks like an unfinished game.

One Room, suspended in the void of creation.

One Room, suspended in the void of creation.

 

Your job will, as an innkeeper, be to keep your patrons watered and happy. Giving them the drinks they ask for and not taking long enough for the patrons to leave.

Every served drink will earn you some tips, you’ll also get a base salary for every day you manage. Beware that any mistakes you make will be taken from your salary, so try to avoid making them.

 

Hoping to get the missing pieces of the game done today, at least to the point where it can be considered a game. It will all be streamed of course and available on twitch under https://twitch.tv/ananace.

Progress Update 1

Posted by (twitter: @clockworkpat)
Saturday, December 10th, 2016 10:30 pm

After one day, we (Lss40 and I) have a core mechanic and graphics. Now it’s time to focus on actually making some gameplay! 😀

progress1

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