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I’ve been studying game development for a while now, and i’ve chosen the LD to kickstart my career as a game developer.
Sharkdiver is my first completed game ever, and i’m very happy with the result, i’ve managed to enter in the compo with only 15 minutes remaining, whew!
For now i have a Windows and a WebGL build.
I’m planning to develop an Android build with leaderboards and put it in the Play Store in the future, and if the feedback is good, iOS too(Unity multiplatform builds ftw).
Don’t be afraid to send your feedback, good or not =)
More about the game:
You are a mutated human that has the ability to shapeshift into a shark, matching the colors of your liking.
Objective: Match the color and shape of the enemy to pass through them.
Controls: Z to shapeshift, X to swap colors
Tools used:
Unity for coding
Pen and paper for art
My smartphone for scanning
Inkscape for bitmap tracing
Guitar Pro for awesome mid soundtrack
GXSCC for 16bit sampling
sfxr for top-notch sound effects
So big, scary, evil monsters are boring. What about cute monsters? I vowed to myself that I must make a game involving a cute monster and demanded that others take part:
Perhaps not a fantasy monster either. Something many people view as a monster, but is actually quite cute!
A shark! That’ll show those evil monster folk how it’s done! So my game is about a hungry shark, hence the name, Same no Kuufuku!
It’s 4am Central Daylight Time, 8 hours into the jam, and I have basic movement, framebuffer low-res rendering, and collisions down. I’m targeting a resolution of 320×240 statically, which will scale up based on chosen window size, with a default of 640×480. For the collision code, I implemented a few simple tests using the ScalaTest framework that ensures it resolves correctly. Ideally these tests should ensure I don’t run into stupid collision issues at the last minute during gameplay testing. However, …
This was my first Ludum Dare ever, and my 3rd real game jam in total ever (did one Indie Speed Run and one Global Game Jam, and by far my best jam ever – each jam builds on the previous one, and the LEVEL UP that one gets at game jams are just TOO MASSIVE TO PASS UP. I hugely encourage everyone to do game jams as often as they’re able to!
My LD48 game SUPER LANDSHARK MISSILE ATTACK turned out way beyond all my own expectations. I was never good with Unity! Please give it a look
One thing my experience has told me is that I always write postmortem part 1 of my jams and then never get to part 2. So screw that, I’m going to do this one quick and in reverse chronological order like Memento
Score attack!
Another thing I was sad to not have had time to put in was score tracking, so I’m making a competition! Send me screenshots of your high score and the highest scorer this week (ending Monday 5th May) will get to design a level for SUPER LANDSHARK MISSILE ATTACK with me 😀
Adding sound
I didn’t have time to add in sound and music, which disappointed me greatly, so I played the game over some rocking track and made a video of it
Finishing
Eventually I detailed things a bit more, added more levels (there are three in total right now) and colour and juice and stuff and rushed it out the door in the final 6 hours:
Fleshing it out
I dropped in a bunch of objects, found some homing missile code, and went to town in a gameplay test. AND IT WAS AWESOME. So I pretty much didn’t change the gameplay from this kind of stuff:
And then amped it up in magnitude, and added score tracking and a timer, which made EVEN MORE AWESOME
Physics
Then I spent more than half of day one trying to get the physics for landshark working. One of the things I really wanted was for him to swim up walls… And generally defy gravity. Eventually after a lot of maths and help from other people’s maths:
Planning
I actually don’t remember where the idea came from. All I remember was that initially I wanted LAZERS. But that was hard so I went missiles This was my “project manager” over the weekend:
What went wrong:
Very little actually, I was REALLY surprised.
Lack understanding of Unity physics (or indeed any maths physics), of Quaternions, of Vectors, etc, made it really really tricky.
Didn’t budget time for sound and interface.
I wasn’t sure what the scope was from the beginning and built as I went
Spent a ton of time on swimming up the wall mechanic… But didn’t end up using it a lot. It was one of those REALLY out of the way mechanics that had all sorts of mad implications that I couldn’t have considered when I was making it. Like falling into the infinite sky 😛 But it’s not really so much “wrong” as “something I can explore more”
What went right:
Being surrounded by other jammers, we could all ask each other about things. It REALLY helped everyone 😀 Jam in a herd! If it works for zebras it works for jammers!
I let myself go – picked a theme, basic idea, and just explored how it played. The lack of a solid, defined, “dead” goal from the get-goal for me allowed for a refreshing exploratory approach to this jam.
Not having to justify every decision, thing to try, etc in a team made it really easy to rapidly try and discard ideas. Not that I don’t appreciate being in a team. I really missed being able to specialise and do what I do best and let everyone do what they did best. Good for time, less good for focus and attention to detail.
Google Sketchup. Seriously, it’s the only 3D program I know and without it I wouldn’t be able to make ANY 3D. Well, besides the cubes and spheres. Thanks for the fish shark!
Unity. I give it lots of hell, and it gives me lots of hell, but without it I would never ever have made something that looks so big in such a short of time. And this applies to EVERYONE. It’s a great big sandbox, all you have to do is to find how other people did what you want it to do… And remember syntax XD
It was truly fantastic! I’ll never ever miss another Ludum Dare EVER! 😀