Ludum Dare 36
August 26th-29th, (Starts: Aug 27th 01:00 UTC)

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FINAL ROUND

Posts Tagged ‘screenshot’

A Game Appears 14 Hours Later – Mazelessness

Posted by
Monday, April 18th, 2016 2:28 am

Well, two 6 Hour Streams later (with an initial 2 Hour one plagued with allergy attacks…), I have a game!

Mikeware - Mazelessness

I am so very tired… but I do need to zip a build and submit it for the Jam!  I at least was able to get my title and help screens in the game.

The basic objective is to escape the maze before your hunger runs out.  You can collect steaks to replenish hunger.  However, you are normally ‘dashing’ around the maze, and the maze only generates as you move, so you can dash over an area that later may not be accessible in the same way.

Thus, the shape-shifting labyrinth around you is your enemy especially as you move yourself around it.  Now, to post it!

Town – a game where you fight shapeshifting monstrosity!

Posted by (twitter: @PandaDima)
Monday, April 18th, 2016 12:05 am
Town

Town

 

So there it goes, another Ludum Dare. What a blast! At the end I wanted to just give up, but I stepped over myself with help from my friends (AtomicVikings and @Quaternious) and the fact that I didn’t want to skip yet another Ludum Dare even if I should have do other stuff.

Anyways, the game is submitted as it is. I haven’t squeezed enough time to do music, sfx, gfx, animations and more content. But overall it seems to comply with the basics of the design doc, so I am fine with that. It could’ve been more, if not my poor time management, but ain’t it always? 😉

So enough about how, let’s talk about what.

Town is a game where you play as wizard (I’m a what? 😮) hero Hayley that is trying to stop the evil Quazhooman shapeshifting beast from wrecking, otherwise, peaceful town of fine people into shreds. And of course pillage it along the way. You need to use your wizardy powers to target it weaknesses and stop it, before it can destroy the fine establishment of a town, or die trying.

The game place as a clicky-clicky game where you need to use best spells to target monster’s shape most effectively. Each shape has a set of attributes (Fire, Water, Air, Earth, Holy and Dark) that either provide a strong point against attacks of those natures, or weaknesses that let you exploit them, dealing more damage.

Goo Shape

Goo Shape

The player can also return stolen goods while fighting the monster, and use those resources to learn more powerful spells, upgrade oneself’s fortitude, and get more proficient in art of casting spells.

All in all, I think the game turned out fun enough, at least it was fun to do!
You can try it here: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=24636

Thanks for playing! And here’s to next great Ludum Dare!

– RedPanda aka Dima Kalchenko
P.S. Sorry for any mistakes, I am exhausted… 😛

Hello it’s me!

Posted by
Sunday, April 17th, 2016 8:32 pm

My entry plz

Wow. Wow. It’s finished.
Well I need to call it “Finished”.

But its Fun! And you know. It let you expand your horizons!
So be nice. Play with it.

I’m not responsible for any harm. Really.
2016-04-18-031222_588x541_scrot 2016-04-18-031228_249x212_scrot

We have a name!

Posted by
Sunday, April 17th, 2016 4:54 pm

We have finally decided on a name for our game. Say hello to “Fast Food Run”. As the name implies, it is an endless runner in which you need to collect fast food in order to survive. The idea behind the game is that you run out of energy as you move along, but gain energy from picking up unhealthy food. There are also various healthy foods along the way that drain your energy even more, and slime that slows your movement.

Screenshot

UI design right out of 1989

Posted by (twitter: @rjhelms)
Sunday, April 17th, 2016 4:01 pm

Got my part selection interface and all the sprites finished – for now I’m just using some debug logic to change the max number of parts, but the goal is to have a power-up that increases it.

progress4

Now I guess it’s actually on to making some game-play. 28 hours to do that for the jam deadline, so I’m feeling pretty good.

More shapes means better Theme score

Posted by (twitter: @rjhelms)
Sunday, April 17th, 2016 12:45 pm

progress3

Ultimately, there’s going to be 64 combinations of robot states – tools are still to be implemented so for now there’s just these 16. The chassis properties are there in code, but without any enemies or other level entities, there’s no differences in behaviour to demonstrate.

I still have to actually write up the interface to select these – the idea is that you’ll only be able to have a limited number of enhancements activate at a time (starting with just 1, eventually getting up to 3) so you have to choose between, for example, seeing through walls, moving quickly, or being able to open doors.

Progress

Posted by (twitter: @orion_black)
Sunday, April 17th, 2016 10:14 am

ld35-2

]  Player movement

]  Level generation

]  Basic combat

]  Flower picking

]  Enemy movement

[     ]  Shapeshifting

[     ]  Advanced abilities

[     ]  Advanced enemies

[     ]  Visual feedback

[     ]  Music and sound effects

 

Things were going great but I have to go out for some hours. I doubt I’ll be ready for the compo(or back at all :/), so Jam it will be.

Showing off my sick pilot skillz!

Posted by (twitter: @BPOutlaws)
Sunday, April 17th, 2016 7:42 am

Progress is going great, got a bunch of cool shit in and it feels good to play. The main game mechanics are all done so today will be about putting in enemies and swarm patterns etc!

– Jeff

Line of sight mechanic – more developed

Posted by (twitter: @rjhelms)
Sunday, April 17th, 2016 1:15 am

A proper robot has interchangeable parts. Ultimately, balancing different augmentations for different situations is where I’m hoping to go with this game – for now, only the different sensors are implemented.

progress2

Note that the shape shifts as you change parts. I’m not 100% convinced about this sprite work but it’s good enough to do the job unless there’s a surplus of time.

I think that’s gonna do me for today. Now job 1 is to try to get a good night’s sleep.

First Day Progress

Posted by
Saturday, April 16th, 2016 7:56 pm

SO, first  day is over and we’re kinda satisfied,
We’re making a game where you build and shapeshift your raft to pass obstacles.

Here’s what we have so far:

Map Creation System – Rom:
Made from scratch, using GM physics, surfaces, and shaders *gif is a lil broken*
was really fun, still not perfect but gotta do other stuffs too.
We might let the player blow this sand up
MapCreationExampleLdFirstDay by HealTheIll

Raft Building and shapeshifting system – Tom

the player will be able to shapeshift his raft through the level with items he collects.
Unnamed by HealTheIll

PixelArt Assets – Artur

Music – Kryss (Asaf)

http://www54.zippyshare.com/v/hIYC8pCq/file.html

Advices/Suggestions are welcome! :)

Title screen

Posted by (twitter: @orion_black)
Saturday, April 16th, 2016 2:26 pm

ld35

Even when working lowrez I find ways to work on stuff that is not gameplay :/.  Buy hey, it moves :3

Heeeiii

Posted by (twitter: @Doubstract)
Monday, April 11th, 2016 5:04 am

I will be participating for my 7th time this time :). I am so excited for this one! Someone just give me a theme, I want to make a game NOW!!!

Technical stuff that I will be using:

  1. Unity
  2. Blender
  3. Paint.net
  4. Photoshop (if needed)
  5. And the most important thing – BRAIN POWER by NOMA

 

My votes for themes:

Round 1: Votes

Round 2: Votes

This time I will try to make a game with my beloved low poly minimalistic art style, what do you think about this piece:

tweet_01

 

Runners RELEASE

Posted by (twitter: @StudioChronojam)
Thursday, February 11th, 2016 7:05 pm

After a few months of work I’ve finally released Runners on the Google Play Store, it is my first finished game that I’m actually proud of! It is an endless runner style game with unlockable characters and online leaderboards.

Available now on android: Runners

Extreme Cactus Dodging

Extreme Cactus Dodging

It is my first attempt at including online capability such as leaderboards and I’m really pleased with how it turned out!

If you want to give me any feedback or have a chat about anything game-dev related or otherwise, you can contact me at: [email protected]

Revolver Post-Mortem

Posted by
Monday, January 4th, 2016 3:55 pm

gameplay

With the final hours ticking down before scores are revealed, I thought I’d fill the time by doing a post-mortem for my LD48 compo entry. Revolver is an action puzzle game about growing plants by rotating the planet toward favorable weather conditions.  You can play it here!

What Went Right

A:\> Let’s build a time machine!

Time management. Unlike most other jams, the first time ever I felt in control of my time. I didn’t get in everything I wanted to, but I delivered the key elements I needed to. I chose an idea with core mechanic that was design-complete. The idea hit both theme targets. By the end of Saturday, the sandbox prototype was playable, which is a target I don’t always hit. I did a really good job of “layering” my needs, ensuring that every element of the game had a placeholder first, before several iterations of refinement. I don’t just mean art, I also mean text, sound, and code. In this way, as time became short, I could say “you know, that placeholder here is good enough” and polish where it is more needed.

Challenge. I tweaked the levels to be tough on the timer, particularly the last 3-4 levels. While this got some users cursing at me, most said it was on the good side of challenging.

B:\> I’m not looking for judgement, just a yes or no — can you assimilate a giraffe?

Unity. I entered previous compos using Flaxen, which is built on HaxePunk using Haxe. It’s great stuff, but I’ve been wanting to get more experience with a game engine that has 3D, a lighting model, and a proper scene graph.  (Hopefully, HaxePunk 3.0 will have these things.) I had a really good time using Unity. I’m not so much of a Microsoftie so was I  surprised to enjoy many of C#’s features. I mean I’m never going to love capitalized function names, and Unity/MonoDevelop makes it excruciating to use third party libraries (see how haxelib does it), but overall it was smooth.

In-editor configuration. As much as possible, I exposed all level data and configuration to the editor. Each level was a prefab that I dragged to the Level Manager array in the order I wanted them. This made it easy to tweak and change the levels and messages. Unity does have a really ugly built-in array management with no drag and drop reordering, but it’s passable, and you can customize the inspector view to some extent with a little more time. The configuration for the item types were also fully exposed.

C:\> Good job doing basically nothing

In-game tutorial. Not only did I fit several levels, I also worked in a couple tutorial levels to explain the controls and concepts. I was very pleased to fit this in.

Unfiltered sarcasm. Because I layered my time, I used placeholders everywhere first, and this included the level message texts. The requirement for a placeholder is BUILD IT FAST, so I did what comes to me naturally. That is, I was a sarcastic and obnoxious ass. As time wound down, other things took up my time, and I never went back to the level text. As it happened, however, my sarcasm turned out to be a popular aspect of the game. So yay me and my immaturity!

What Went Wrong

D:\> Please, sir? Can we have some more, please?

Moar levels. I put in just enough levels to introduce the three types of atmospherics (rain, snow and tornado) and three plants (smirkflower, smeggplant, and flurp trees).  Barely enough time to dip your toes in.

Less samey. I envisioned a more complex dynamic between the atmospherics and plants. Although I exposed a lot of the configuration to the editor, I didn’t tweak them much. In the end, each plant had an atmosphere it grew 4X as fast in, and an atmosphere that stunted it’s growth completely to 0X. These values could have been tweaked to be more interesting, but with as few levels as I had in there, it would be an underused subtlety.

Moar items. I also pictured two other atmospherics (flock of birds, swarm of bees) that could move around the planet – this would have looked cool! It would have also fed into new asexual and sexual plants which spread via seeds and/or pollen, and were endangered by birds.

Moar animations. My biggest regret on the art side was not making time for a better plant-growth effect. It just scales out along the length, which kind of looks like growth, and kind of looks like it’s rising from a deep bow. What I really wanted was a dynamic art that could support a tweakable growth pattern. If I did that, maybe I could have fit in more plants.

Moar UI. The level transitions were very minimalist. The font was hard to read on some levels if there was foul weather near the south pole.

Overall I had a great time this Ludum Dare. My feedback has been largely positive. Regardless of my scores, I’m still very pleased with the result.

Xtreme Crop Duster Simulator ’82 – The Two-Camera Setup

Posted by (twitter: @rjhelms)
Monday, December 21st, 2015 11:58 am

After writing up my post-mortem for Xtreme Crop Duster Simulator ’82, I had a comment from pkenney asking about how the two-camera setup I created in Unity worked, and how I used Unity’s built-in shaders to achieve the graphical style of the game. A lot of the positive feedback I’ve received about the game makes reference to the graphical style, so I was already mulling the idea of a post about exactly that – the comment spurred me to actually write it up.

Lots of text and graphics to follow, which likely isn’t be applicable outside of Unity and may only be of interest to people keen on this sort of graphical style, so the real meat of the article follows the break. But as a teaser:

Before and after

Before and after

The challenge, which I had run into in previous Ludum Dares, is that square pixels are a relatively recent innovation. The Commodore 64’s multicolor low-resolution mode which I emulated in this game had a resolution of 160×200, displayed on a 4:3 television. This means that the pixels, once rendered, are 1.6 times as wide as they are tall – not a nice ratio to deal with. In my LD32 entry, Red Threat, I handwaved the problem away by drawing the sprites with 2:1 pixels, and scaling the whole thing up 2x to 640×400. It worked, but the effect was graphics that were noticeably stretched if you’re familiar with the real hardware.

This time around, I wanted to do better.

(more…)

Plant Lab: Post Mortem

Posted by (twitter: @moebiusdev)
Thursday, December 17th, 2015 2:14 pm

I finally found some time to work in all the suggestions you gave me on my compo entry and created a post mortem:

plantlab02

Gene manipulation made easy

plantlab01a

Simulated plant growth

The new features:

  • Genome hinting, that helps you see what manipulation changes what in regard to the plant’s development
  • Three difficulties to choose from: EASY, HARD and RAND(om), before the DNA was always random.
  • Import/Export function to share your plant’s DNA with others (left button next to the plants)
  • Exit button to return to the main menu screen

Play the post mortem (web) version is here:

Plant Lab (Post Mortem)

The original entry is here:

Plant Lab (Compo Entry)

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