Got it done ! Vote here : http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=125089
Got it done ! Vote here : http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=125089
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!
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.
Trying, trying, trying but it’s not a game yet.
Here’s your intrepid, randomly-generated crew. With cool sunglasses. You’ll have to earn those.
This is actually my first Unity game that’s not a team game. Let’s see how badly it goes!
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.
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.
After one day, we (Lss40 and I) have a core mechanic and graphics. Now it’s time to focus on actually making some gameplay! 😀
Welcome back for update #2 on The Tomb, a strange little game about a cult of people that build their own tombs!
Here’s our first look at the game itself.
Meet Sam! She’s an upbeat young woman who has lived her whole life in this cult. To her, death embodies every day, every decision, every divergence in routine. As other NPCs will charmingly remind her, “Death comes for us all!”
A primary mechanic of the game centers on meeting and speaking with other characters to flesh out social skills. By interacting with the world in this way, the player learns more, forms stronger relationships, and ultimately will reveal more about the entire setting apart from just digging their own grave. (What a fun sentence to type!)
Right now, we’re working on getting the systems in place in order to have the other NPCs populate the world and be able to perform their charming dialogue and relationship building with Sam.
Here’s an image of the room becoming more populated! Rainy skies are visible through the windows, Sam is asleep (because while we are pursuing the long nap, all shorter naps are certainly welcome!), and another character – the Grocer – is coming to drop off something for Sam’s family.
More updates are coming soon — next time, we’ll go more into the systems and actual gameplay of the world itself. This is a blast, and I think we’re creating a really neat concept!
Well, it’s not much to look just yet, but this is the heart of my games core mechanic. The idea is you are living in a one-room apartment in a 19th century tenement, and your relatives keep immigrating with all their worldly possessions in tow – you’ve got to try to cram as many of them in by shuffling them around as they arrive.
Still lots to do, but I think this could be a pretty hilarious little game.
I don’t know yet where I’m heading to with the game itself but at least I have a running pickle lad now.
Edit: yeah, that’s shipping quality right there. I accept nothing short of perfection!
The rules suggest Programmer Art huh?
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.
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.
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:
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.
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!
play Mead Boy before you get spoiled!
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.
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.
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 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 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.
Take a look to the game from The Barberians Game Studio:
— 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! 😀
— Screenshots —
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.
Yes! We did it! Finally we achieved to get something playable, and sincerely, it’s much more than we expected.
I would like to congratulate my team for the hard work.
Take a look to the game concept here:
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 😭