Posts Tagged ‘shapeshift’

Hello fellow jammers! (Elemental Shifters)

The aim of our game was to have two games played at the same time. The player controls the shape at the bottom to pass the obstacles which affect how the game at the top plays. Pass an obstacle and your character attacks the enemy, fail to pass and the enemy attacks you. The top character also shape shifts into the type of shape that was passed.

So here is our entry Elemental Shifters

Enjoy!

Hello everyone!

It’s probably a little late to introduce games at this moment but I’m still going for it! I honestly loved this ludum dare. The theme challenged me a little but I managed having an idea in about an hour. What I ended up creating was +/- what I had imagined, which is pleasing in it’s own way. I’m not sure how to exactly generalize this game but essentially it’s a turn based strategic board game (?).

The game I made is “Kingdom of Metamorphs”!

Theme:

There’s probably a little bit of question where my theme implementation is in this game. Well, some people don’t notice (of course anyone who plays enough to get to combat notices) that the ATK and DEF switch places after every end turn and that’s honestly completely my fault. ATK mode is indicated by the square, DEF mode by the circle. It’s honestly my mistake, since I should have added some kind of a noticeable effect to the switching. But don’t worry, the theme is definitely there and I think it really suits the game well. It makes you think twice before making a move!a7f42728c672bb5bb4e1013b291dbd3c

The compo:

I started off quite slow at the beginning. Took a whole hour to come up with a good idea and brainstormed on how I should go about things. After the idea was there, I took at least 2 hours drawing concept art, thinking up game mechanics, card effects, etc. My original idea was to actually have a 6×6 board (which probably would have been way too small and not so fun). At first I actually tried to draw a sprite for the board without thinking too much about it… But after I was finished, I understood my mistake. There was actually no easy way to make the tiles on the sprite clickable. So what I ended up doing here was creating a small script to spawn a 10×10 board in the editor for me and create local positions (such as [1,1], [1,2]…) automatically. After that, it was pretty easy to navigate myself with all the mechanics. I started off with just simple colors, making them able to move around on the tiles, showing possible moves, then making the spawning, etc. During the first day, I was done with all the moving mechanics, attack mechanics, atk/def swaps and the card mechanics. The core mechanics were done on the first day. The second day, I kept debating on whether I should make the enemy have a “fortress” kind of thing, with preset strong values and a lot of enemies, or to actually make an AI. I honestly didn’t know if I had enough time to make a proper AI, especially since it was the first one I tried to make for a strategic game. I ended up going for both ideas, first setting up everything for the fortress idea just in case and then proceeding to make the AI. After about 5-6 hours the AI was there. I wrote the whole code for it, trying to make it challenging enough but of course prioritizing at least general defense, so the bot couldn’t lose in a few turns. Funny thing is, is that I wrote the whole code without testing it even once (about 400 lines)I honestly couldn’t test it. I kept writing the actual thinking for the bot, but not the movement. What I did is make the bot consider the situation and then assign different jobs to each minion according to the situation. The movement just ended up being taking the shortest path to the assigned location with exceptions of nearby enemies or the base being attacked. Well, I finally ended up making the movement and it was the moment of truth… Will the code work? I launched the game and the code… well… did weird things… Looks like he assigned everything correctly, but there were problems with how he made the movements. Even though I ensured the script had at least one or two lines that told the bot that he can’t move his minions wherever, the AI kept making illegal moves. At one point, it just teleported into my base and won. Looks like I made it so “smart”, it could cheat. Adding a little delay between spawning and moving fixed it though. So adding one line of code fixed everything! And that was it. I drew the card art, made a little turn/tip panel and I was done at about 5 hours before the deadline. I had A LOT of fun making this and participating in this game jam. I’m honestly proud of my work this time around. Of course it doesn’t come without it’s mistakes…

The game ended up looking like this:

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What went wrong/What needs improving:

-I’m honestly not an art person. I tried my best to make the cards no be blank and to make a few pretty assets but that’s honestly all I managed. The minions could really use some kind of graphics, instead of just being cubes and circles.
-I think it’s not very obvious where my theme implementation is, especially if people don’t go to in-depth to the game. It needs some kind of an effect, switching the attack and defense points because it’s honestly not that noticeable at first.
-The game definitely needs some sounds and audio. Strategic games like these can do without such things but it would still be a nice touch and would improve the atmosphere quite a bit.
-Even though I added an explanation, it didn’t do a very good job of explaining everything, since the game does have a pretty steep learning curve. The tip box definitely helped with the cause, giving the instructions for your first turn but I still feel like I should have explained combat, switching, and cards in a tutorial level and then commence with the game.
-The color I chose for showing unused minions (black) was simply stupid, since it wasn’t noticeable enough. I fixed it in the post compo.
-I didn’t add a win/lose screen. I fixed it in the post compo.
-There are a few bugs here and there. The known bugs in the compo version are:
–There are sometimes a few problems with spawning your minions (allows spawning on enemy minions in some places, which replaces the tile data’s assigned minion to a friendly, and deletes the enemy’s minion connection with the tile, which creates a ghost enemy. It can’t move, it can’t hurt you, it’s just there. (fixed in post compo)
–There’s a recent bug I found that you, as a player, can attack more then once, if you have the health to not die. I honestly didn’t think about this, since I only made the minions unable to do moves after the moved to a different tile.
–There are a few typos here and there (mostly fixed in post compo).
–You can press the end turn button more then once, making you skip turns and making the enemy AI go a little crazy with power.

Plans for the future:

I plan to still continue developing this game. I’ve had A TON of great suggestions from you guys and I really do think that this game can become something very cool in the future! My at the moment plans are:
-Make the AI smarter
-Add multiplayer
-Add more and more diverse card effects (for example board affecting ones, movement affecting ones, etc)
-Fix all the current bugs and problems
-Add music and art
-Add a proper tutorial
-Add more diverse minions
-Add more capturable bonuses, maybe even more bases.
-Add different maps.
-Add some kind of a resource system (it was intended in the original, you can tell that from the gem that says 5 on each card but I didn’t have enough time to do it)

AtkDef

Any suggestions are welcome and much appreciated!

Anyway, enough with me ranting! All I can say is that I’m really proud of what I’ve created and that I will continue developing it in the near future. As for everyone else, this Ludum dare truly offered me a lot of amazing games that I enjoyed playing, and I will still continue playing them! At the moment I ranked up 51 coolness but I plan to reach at least 100 till the deadline!

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Please post your games in to the comments and I’ll try them out!!!

Here’s my game if any one wants to give it a shot as well!:
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=50640

 

Slimon Sways playthrough video

Posted by
Sunday, May 1st, 2016 9:06 am

Far later than usual, but yeah D:

Play it here:
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=39646

Who doesn’t love job interviews?

Posted by
Wednesday, April 20th, 2016 3:13 pm

Who doesn’t love job interviews?

Wait… no. Damn. That’s an awful way to market my Ludum Dare game.

Welcome to my job interview simulator.

No, that’s still awful. Think Jordan… think.

Want to spent several minutes talking to a pixelated green blob, in an attempt to get your dream job as a professional shapeshifter? Of course you do!

Of course they do. I bet the readers of this will click the link below, play The Professional Shapeshifter, and then give it a 5 star rating in every category. Yes. My marketing is perfect. Infallible.

Play The Professional Shapeshifter.

Then give it those sweet sweet stars. Lots of them. Muaha.

Are you ready for your Professional Shapeshifter interview?

Your dream job is to be a Professional Shapeshifter. You’ve got past the phone interview and have been called into the office for your in-person interview and test.

It’s interview time and it will be a tough one! Play The Professional Shapeshifter to see if you get the job.

This game was made from scratch over the course of 48 hour for the Ludum Dare 35 compo.

The fun has just begun!

Posted by
Tuesday, April 19th, 2016 7:23 am

After uploading our game we needed a good sleep (it was 3 a.m. here in Spain!) so we couldn’t even play nor write anything. A game jam can be exhausting. So, here it is, ‘The Other Woman’. A game where you need to shapesift your face to be the perfect spy.

 

Intro Menu LD35

 

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Now time to play some games! 😀

Trisquircle – A simple Reflex Arcade Game

Posted by (twitter: @@LArtisteEnNous)
Monday, April 18th, 2016 9:44 pm

Hey everyone!

Here’s my first submission for a Ludum Dare : Trisquircle

It’s quite simple but I’m happy to show something playable! :)

 

Trisquircle Screenshot

Moveless Chess!

Posted by (twitter: @beavlgames)
Monday, April 18th, 2016 9:42 pm

Moveless Chess is a game about redefining a chess board without moving your pieces… you just “shapeshift” them! Every piece costs Action Points (based on the Chess piece relative value).

We’ve made just one level to show the mechanics, but we’re already polishing the mechanics and reworking some game assets :) We will be working on this prototype until reaching a web and mobile release. So stay tuned!

You can play the game HERE.

Cheers! (We really need to sleep).

Hack_Switch

Posted by
Monday, April 18th, 2016 7:32 pm

Hack_Switch is a 2.5 D side scrolling puzzle platformer. You are a hacker and must hack The System, from the hardware to the software. The core mechanic is shifting the world 180 degrees and thus switching worlds that contain different environments. Expect a lot of neon and good beats.

Just finished our local gamejam as a team of 5 3D artists and limited programming know-how, will continue to upgrade the game further and hopefully release it as a full game eventually.

Good luck to all you jammers!

 

Windows Build

Hi everyone!

This is my first time at Ludum Dare, well, my first time in any Gam Jam Competition. After a lot of thinking, coffee and headache, finally here is my game. It’s simples and need to be improved in many aspects, but I hope it be enjoyable. Initially, I would submit it at Compo and even thought about give up, but after all I’m so happy to have finished it! 😀

PLAY AND RATE SHAPE INVASION HERE, AND MAKE SOMEONE HAPPY!

Shape Invasion

Thanks to everyone who read and/or played and rate my game!! 😀

Operation R.E.P.T.I.L.E.

Monday, April 18th, 2016 3:32 pm

This is our entry for Ludum Dare 35!

How about being an secret agent and catch some shapeshifter aliens?

Observe suspicious behaviour, use your taser to capture Reptilians in human form or kill them all with your gun when they morph into their real form!

SS04 SS05

Leave a comment if you like it!

Thanks!

Shape Struggle postmortem

Posted by (twitter: @csanyk)
Monday, April 18th, 2016 8:52 am

I started out wanting to make an Asteroids-like game, where your spaceship changes its shape according to its state — elongating when accelerating, turning into a square or some other rugged shape when shields are on, etc.  I quickly built a demo Friday night, but it didn’t feel special to me, so I abandoned the effort and started fresh the next morning.

Partly, I was irritated because I was working on my brand spanking new VERY EXPENSIVE laptop, and discovered that the keyboard has a low rollover (certain key combinations block signals from other keys from being registered) which makes playing games via keyboard really sub-optimal.  Tired, I went to bed wondering what to do about that, and figured the best thing would be to try a game that was designed for play with a gamepad.

I woke up Saturday morning thinking about Robotron 2084, one of my all time favorite games.  I thought about making a twin-stick shooter.  I decided to try it, and incorporate the theme by making the different enemy objects be different geometric shapes, and give each shape a distinctive behavior, and have a hierarchy of shapes, with the higher level shapes shifting into lower level shapes when shot.

For point values, I started out simply by making the 0-shape (Lines) worth 10 pts., then multiplied each previous value by the number of sides of the next shape.  So, Trigons are worth 30 pts., Squares are worth 120 pts., pentagons are worth 600 pts., and hexagons are worth 3600 pts.  I liked the mathematical pattern the points progression created, it’s similar in concept to the Fibonacci sequence, in that it bases it’s value on the previous values in the series.  I have no idea if the point progression matches the relative difficulty of the shapes — probably not.

What I ended up with was more a Geometry Wars clone than I had originally wanted, but I think it plays pretty well with a XBox 360 gamepad.  There’s a few things that I’d like to do with it if i do a post-compo release:  some sparkly eye candy when enemies spawn, animated transitions when a “higher” shape turns into a “lower” shape, better spawning placement, make the early part of the challenge curve a little less gentle, a few additional sound effects.

I’d also like to come up with something more original/innovative, but I’m pretty happy with how the implementation of this went and how it came together.

 

Play Shape Struggle!

Swine Fortress: Bacons On Strike!

Posted by (twitter: @oneseedfruit)
Monday, April 18th, 2016 2:04 am
Pigs have rights too.

Pigs have rights too.

 

My Ludum Dare 35 entry is about pigs going on strike because they’re sick of being processed into bacons.

Little Girl – My first LD, part of the compo

Posted by
Sunday, April 17th, 2016 10:35 pm

Firstly, go check the game out!

Alright, welcome back. Little Girl is my first Ludum Dare entry, and my first participation in the event. It’s my second solo game jam and my third overall (I did soundtrack work at a local jam). I knew I had what it takes to get a nice entry in 48 hours, and that’s all the time I’d likely get my wife to fly solo with the kids on a weekend, and I don’t really have any go-to teammates, so the compo (48 hour, solo) flavor of LD seemed right for me.

Screenshot

Shapeshifting was the theme this time around, which was perfectly fine by me! I opted to make a 2D action game because I felt I could get it up and running quickest. I’m not sure where the idea came from, but I decided an innocent-looking little girl that transforms into a hellish phantom would create a nice level of juxtaposition and really sell the shape-shifting motif. In phantom form, your agility goes through the roof, you have fearsome attacks, and can rip through enemies. It, however, drains away your life power! So does being shot. That’s all bad. So it’s a balancing act between stringing enemy kills together and biding your time as a cutesy little pink-haired girl.

I did all of the player animations in the first hour or two of the jam, then moved onto prototyping mechanics. I got those nailed down, made the tileset, the smoke effects, 90% of the soundtrack, and a few sound effects in the first 24 or so hours. I had a couple sleep breaks at night and a few hours for church, but then hammered away at the game until it was done with two minutes to spare. There are always things I’d like to go back and add, but I’m extremely happy with my entry!

Screenshot

The soundtrack, I think, is something particularly neat. It’s fully interactive and really helps set the tone between the two character forms. I also did a LOT of Foley work around my desk for as many sound effects as possible.

I think it was a pretty huge effort overall, and I’m ecstatic with what I was able to accomplish in 48 hours. Give it a go and let me know what  you think!

 

-Adam

Shapeshifting classroom

Sunday, April 17th, 2016 8:51 am

gamejam

Hi everybody !
Soon you’ll be teaching these cute little students a shapshifting lesson. A little more patience !

PS : we french are trying to speak the language of Shakespeare. We shall make errors during the process. Stay cool we love you :-).

******************

Salut les game jameurs !
D’ici peu vous pourrez enseigner la métamorphose à ces adorables petits étudiants. Un peu de patience !

The joys of working remotely

Posted by (twitter: @SeanNoonan)
Sunday, April 17th, 2016 3:19 am

So the first day is over and I feel that I’ve learned more about the challenges from working in a team long distance than anything else. Due to the time zone difference I missed the initial brainstorming session, so was a little late to the party when the initial design was discussed. This results in less emotional buy-in to the idea and increases potential ambiguity with some of the more intricate elements of the design. I wasn’t there when the ideas blossomed, you know? So my concerns over the scope or design weren’t addressed from the start.

Initial design contributions aside, this did allow me to hit the ground running and start creating art. I had a reasonably strong asset list to work through from the moment I woke up and checked the Slack. Even though the slight narrative treatment within the game idea pushed me down a path I wasn’t planning. Initially I wanted to do something vector and abstract and avoid any pixel art or animation, but I understand how my past record may have typecast me a little.

I’ll be honest, I think there have been some issues conveying the game design across the team, I feel like the ideas are getting lost somewhere in the text, this definitely would not be happening in meat space. But I’m just doing the pictures, so I just have to trust that everything is going fine. Speaking of which, here’s a rough mockup…

Sean Noonan Ludum Dare 35 Game

This is definitely going to be an improvised work and I look forward to playing whatever we are making :)

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