Ludum Dare 36
The Theme is:
Ancient Technology

LD36 has ended!
Well done to everyone who took part.
1912 Amazing Games!

Posts Tagged ‘strategy’

 

Hi Ludum Darers,

We are Imperial Unit, a 2 man indie developer based in Australia. Ludum Dare 35 was the first game jam we have ever participated in – and we scraped through just in time to submit our game – Roamin’ Hordes.

PROTECT THE EMPEROR – PLAY ROAMIN’ HORDES!

Roamin' Hordes - Praetorian Guard Under Attack

About the Game

Roamin’ Hordes is a hybrid between a tabletop wargame and a tower defence. We tried to think of something different when it came to the ‘shapeshift’ theme and we were inspired by the geometric nature of historical warfare, with ranks of troops arranged in formations, and having to change their shape to manoeuvre and hold the battle line.

Below is a time-lapse video of the game development, and a play through showing the real time large scale combat in action.

The Good

  • One of the goals was to show off huge battles with thousands of troops – which we accomplished by handling unit movement, animation etc. with the particle system in Unity. At the peak of the battle there are around 4000 soldiers displayed and performance remains fluid.
  • We tried a new approach with art, by first creating 3D voxel models, and then turning them into pixelated 2D sprites. We were aiming for the retro style that existed between hand drawn pixel art and modern 3D realism. In the end there was enough detail and animation that you could zoom from the map wide view into individual combat between formations.
  • We wanted immersive sounds to add to the atmosphere of being in a big battle, and spent some time to implement positional sound effects so you could hear the direction of marching barbarians, flying arrows etc.
  • The game only includes one scenario, and we didn’t have a lot of time to test the balance, but it seems to have turned out well – the scenario is definitely winnable, but it usually takes people a few attempts to understand the attack patterns and develop a counter strategy.

The Bad

  • We were a bit slow paced in the first days, and found ourselves rushing and sleepless at the end, which meant several planned features had to be dropped to finish a playable game in time. The main ones were not having unit icons to make them easier to identify when zoomed out, a lack of variety in the barbarian units (we wanted calvary, chariots etc.), and only having one scenario.
  • The pacing of the scenario is not ideal, mostly as a consequence of only having one scenario, so it had to function as a tutorial as well as a challenging scenario. This means the first few waves feel too slow and easy, while things ramp up in difficulty in the later waves – having to go through the early waves again on replays can be tiresome.
  • There were several limitations with the particle system within Unity (for our unconventional use), which meant that parts of the code had to be re-written, and sprite atlases has to be changed and arranged in a specific way to work properly.
  • Too much time was spent background art (about 1.5 days) which would have been time better spent on creating enemy units and developing other scenarios.

Thanks to those who have tried out the game – all the feedback has been constructive and really helpful for us. For those who haven’t played it you can give it a try here.

FOR THE GLORY OF ROME – PLAY ROAMIN’ HORDES!

IU_RH_Units

Imperial Unit

http://www.imperialunit.com

http://www.twitter.com/imperialunit

http://www.facebook.com/imperialunit

My Compo Entry: Griffin Card!

Posted by
Monday, December 14th, 2015 5:22 pm

Play it here.

I went outside my comfort zone a bit with this game. I normally like to create fast paced action games with lots of screenshake. This game is a strategy, turn-based, card game that only has a little bit of screenshake (I couldn’t resist). It was a good experience for me and I’m proud of what I was able to do in under 48 hours.

Here is a gif to tempt you into playing it 😉 Enjoy!

Neoplasia

Posted by
Saturday, December 12th, 2015 8:49 pm

Not quite playable but it’s something:

Screenshot - 12122015 - 11:45:41 PM

Going to bed (‘sofa in fact’) now.

Magical-Lazer && FireBall !! New Update will coming soon

Posted by
Sunday, August 30th, 2015 2:18 am

Oh my god ! Why i found LICEcap sooooo late!   This tool is really easy to bulid some gifs.

in our new mode<crazy with〉 ,we can shoot fireball to fighting with these mob~~~(biu~biu~biu~~ (╭ ̄3 ̄)╭✧✧✧✧✧ ★╰(*@▽@*)╯ ) We find we have get some new feeling with great gameplay in it~~

since 8.28:  We are buliding a new mode for this game,which named:<Crazy Witch>
in this mode you could shoot fireball and fighting with these mob(pew~!pew~!pew!)

We found that we  have got some new feeling with great gameplay in it,  it may expand our gameplay and let this game more strategy and full of rhythm-sensation.
It is being finished /  / we may update it after a few hours.

our new mode and new magical-lazer~~

(our new mode and new magical-lazer)

changed the old-lazer effect by  new asset  yesterday afternoon, we made it more glow effect now .

(Glow-11 大法好)

 

Day 2 starts now (for us)

Posted by
Sunday, August 23rd, 2015 4:05 am

We are back and we brought some progress! Doom, Death & Destruction Tycoon now has a city that produces villagers.

Still so peaceful...

Still so peaceful…

Day 1 Recap

After a couple of hours for figuring out what to do and how the systems of our game will (probably) work we started making things! Yesterday’s progress included a working simulation for our villagers on the programming side and the sprites for the village and forest. We have yet to put the sprites into the game but our villagers are aleady pretty sophisticated! They decide what resource to get, and if the village has enough food it will produce more villagers to get even more resources. So entertaining to watch!

There have been reports that 10 year old Newt Scoot has allegedly destroyed majority of his home in an attempt to blockade and subdue multiple unidentified entities. Surveillance footage from inside the home displays the boy shooting various items through what appears to be a makeshift, leaf blower cannon.  For more details, or to watch and “Experience” the action for yourself: Click Here

footage

 

A.R.C.K

Posted by (twitter: @@morbidcamel)
Saturday, April 25th, 2015 9:53 am

Hi all.

Have you played ARCK yet. I’ll rate your game if you do mine. I warn you though, it is a puzzle game and it will take a lot of brain power to figure it out. I can assure you that everything in the game is somehow related. If you give up, download the source and have a look for yourself.

 

Hint: There’s multiple ways to get in.

Submitted. What a joy!

Posted by
Monday, December 8th, 2014 5:05 pm

You can play my first Jam game here. “Zombies Vs Army” (what a simple name!)

Need some heavy long sleep :). Can’t wait to play all games from community.

Planning to write a post about my development tools, assets and strategy. Interested? Like it

Almost there!

Posted by
Monday, December 8th, 2014 12:26 pm

7 hours left… almost there!

Our first jam, can’t wait to see the reviews!

Clutch the Crown GIF!

Posted by (twitter: @jacobpeltola)
Sunday, December 7th, 2014 8:02 pm

So I made a sort of defend and attack sort of game because I interpreted the theme as such, couldn’t get sound in but this is the most art I’ve done for a game before so that’s new.

here’s my entry page if you wish to play, it’s 1-2 players.

Finally some progress

Posted by (twitter: @orion_black)
Sunday, December 7th, 2014 2:15 pm

I’ve been working on a mix of city management and tower defense. Building seems to be working now. Still a long way to go.

progress

 

 

Turrets are ready for a jam.

Posted by
Saturday, December 6th, 2014 4:35 pm

5

How to Play Icarus Crisis

Posted by (twitter: @rojomojogogo)
Tuesday, August 26th, 2014 12:29 pm

My jam entry is rooted in board games, which makes it more complex than some people may be used to.  Since the in game help is limited I thought I would make a quick tutorial video.  If you have questions don’t hesitate to ask!

Play Icarus Crisis

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=29998

COSMIC CONGA

Posted by
Tuesday, August 26th, 2014 11:10 am

Click To Play

Cosmic Conga Title

Cosmic Conga Screenshot

Cosmic Conga is a fast paced strategy game that may… or may not be, balanced 😛

Most of the feedback so far has been overwhelmingly positive (thanks everyone!) with the one exception of a psychotically insane AI difficulty.

Fancy a challenge? Try and beat the original LD submission Play [Web]

Sick of that stupid AI? Try our brand spanking new ‘balanced’ version Play Balanced [Web]

I stress ‘balanced’ as I’ve spent so much time testing this build I’m not entirely sure what constitutes ‘difficult’ anymore 😛

Thanks to everyone who helps make Ludum Dare possible,

And congrats to everyone who submitted, the entries keep getting better every time.

Aaron

Click To Play

Progress Update

Posted by (twitter: @Polyganz)
Saturday, December 14th, 2013 3:48 pm

dev_screen1

So couple hours into the jam the core gameplay works. The player can place, remove and edit grid trigger plates. The runner behaves accordingly with game-over and win states working. If you feel like giving it a try there is a webplayer here: http://www.the2ndsky.ch/LD28/

The goal is to build a path to the target block by using various trigger plates that change the path of the runner. Once you click play you have no more influence into the game, hence the theme “you only get one”. What do you guys think?

I’ll now work on camera function, two more trigger plates and then I’ll decide upon an art-style as well as a setting. Followed by modelling and finding the right sound effects. :) Watch it all go down in history: http://www.twitch.tv/polyganz

Now developing: Grid Runner

Posted by (twitter: @Polyganz)
Saturday, December 14th, 2013 4:56 am

So after spending an extensive amount of time in the shower and crying like a little boy over the theme “you only get one” I’ve finally come up with the following idea:

Grid runner is an isometric strategic puzzle game.
The goal is to get a runner into the target zone in one run by adjusting his path through various grid plates that can be placed in his way.
The player has a limited amount of grid plates available to solve each level.

So in a way its like a problem solving game where the player defines a set of actions that get executed in an order with the hope of a profitable result. In this case: of the runner getting into the target zone. What do you guys think?

I’ve yet to find a proper setting for this type of game so I’ll work on the functionality for now. I’ll mostly be using Unity3D pro, 3Ds Max and Photoshop. If you’re curious like George then you can also watch it all go down in flames (or not) on my stream that I intend to keep open for the whole LD: http://www.twitch.tv/polyganz

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