Posts Tagged ‘unity’
Hi, just a word to announce a small update which fix all the main bugs my compo game had (PC and Android Cardboard). Otherwise it is still the mighty original 48h compo game.
Let me know if you have any idea of improvement, I’ll try to spend some time on it later!
Oh and maybe I’ll also write a short post mortem soon
Some of you may be aware I’ve been working on a game called Skyway for the past several months. This has been a huge step for me as I’ve finally gotten really close to completing a project! I just announced it on Steam Greenlight,
Every vote counts! And if you aren’t able to vote, feel free to share the page! I’ll be doing more detailed write-ups in the following days, so be on the look out for those.
Thanks to everyone who’s ever supported me! Let me know what you think of the game! <3 -Matt
So we started out wanting to make a game about defeating titans and gaining their powers, kind of like Shadow of the Colossus meets Megaman. The player would start out as a human-sized warrior fighting ‘limb’ titans (Left hand – shield, right leg – stomp), and then gaining their limb-powers as they progressed, and eventually becoming a titan themselves.
HOWEVER, once we started thinking about it more, we realized we definitely did not have enough time to make this game. So we decided to make an easier-to-make game.
We decided to do shooting, starting first with ricoheting arrows off of walls to hit targets, with certain targets requiring multiple ricochets to be destroyed. After doing some searching online, I found a physics-based game series called ‘Ricochet Kills’ on addictinggames.com, where you play as a hitman using ricocheting bullets to kill your targets. It was pretty fun, so it gave me hope that our game would be fun in that aspect to.
We turned our game into a hunting game, where you have to kill hapless animals.
(disclaimer: none of these were drawn by our artist)
@liyiming-serif came up with the idea of detection radii that would trigger the animals to run away: outer one for player detection, inner one for arrows that land near the enemies. This effectively changed our game into a stealth game instead of an action-puzzle-platformer, which ended up working really really well.
Programming – @zkwen & @liyiming-serif
Bow & Arrow Physics:
At first we had a drag-and-click control scheme like that from Bowman. It’s very intuitive, fast, and makes the player feel like they’re firing a bow. However, @monchang wanted to have a click-and-hold charging control scheme (the one we have now). I personally was against it because I really liked the Bowman control scheme, and this one was kind of sluggish because it required holding time. However, since our game turned into a stealth game, it actually worked kinda well, so that you have to aim your shots carefully, and only shoot down fast moving targets as a last resort.
We had a some trouble with arrow physics though, constantly adjusting gravity, mass, and velocity of the arrows. Our first arrows were really sluggish and didn’t feel very satisfying to shoot. But we increased the max velocity and decreased the mass. Also, our arrows didn’t bounce off of walls very much, only allowing 2-3 bounces max,
but by then we had established that bouncing arrows would not be our main gameplay mechanic.
CAMERA CAMERA CAMERA. We had much trouble with this.
At first we had the classic moving camera centered on the player, but then we discovered this didn’t fit enough content on screen, so you couldn’t see what/where you were shooting. Then we added a character-screen offset, so that you weren’t always in the center, but that made it really annoying when you were inching towards a position, then had to turn around, as the camera would suddenly swing around.
We finally settled on a hybrid (camera does the swinging when you are aiming), so that the camera switching wasn’t as annoying during platforming, but as most of you pointed out, it was still pretty wonky and really needs to change.
The blocks were really slippery and it made it super hard to jump on platforms. @liyiming-serif and @zkwen would like <this to be a challenge factor at one challenge (tbd). To make it easier, we extend the platform or put a block at the end of the platform to keep the player on the platform.>
Art – @monchang
First thoughts on art was to make something really bright and relaxing. When I considered using pixel art as a medium, I immediately wanted a beautiful seaside cliff as the background. The grass tiles used references from pokemon ruby’s end credit scene as the color palette. The sea was just a gradient from light blue to purple and in an effort to use parallax, I split up each wave as its own layer in order to create the illusion of a moving sea in game. Once I had the background figured out, I then restricted my color palette to the ones I had on screen (with some shades of brown for the trees). With the limited color palette to work with, it became easier to focus on contrast and making foreground elements pop. As a side effect, the entire scene stayed relatively uniformed and professional, which was great.
Animation wise I was focused on making the character and the projectiles fun to play around with. Taking on the teachings of Shigeru Miyamoto, the creator of Mario, I made sure to make every jump, shot, walk, and charge as fun as possible. It had to feel really good to just control the character even without the game play elements. And so I put in as much juice as I can animation wise and give the players satisfying feedback for every action.
During the entire process, I made sure to have the programmers implement each art asset as they were finished. I figured that a rolling basis was better than waiting till the end. This proved to be true because we left a lot of work to be finished at the end.
Audio – @fundamental.phantom
- Ableton Live
The sounds were all made in a couple sittings, pretty quickly. The arrow sounds are a mix of Foley and synthesis. The bird sounds are us squawking and grunting, but heavily processed using downsampling and re-pitching/warping.
However, I didn’t send the sounds to the programmers right when I finished, so they ended up being put in super last minute, and we ran into some problems, most notably the music not looping (sorry, you guys had to listen to the first few measures forever D:, but for those of you who waited, you got to hear it!!).
I really had trouble deciding an aesthetic for the music. Bossa nova was the one that seemed most ‘natural’, but I felt it was over done (I’ve played too much bossa over the past couple years). I was split between chiptune-esque Rnb and a 12-string acoustic/chip mix inspired by Super Mario Sunshine. I tried both, but didn’t really like either one. Then I tried dabbling in more ambient/moody stuff with pads, kind of reminiscent of the Fez soundtrack by Disasterpiece. Eventually I settled on some sort of swing-jazz/neo-soul chip thingy made in a few hours on the last day, but I’m still not satisfied with how it went.
I usually over-complicate things, especially the chord progressions. For this one I tried to tone it down, and go for something simpler, but that didn’t completely work. The A section is in 5/4, and B section is in 6/4. The B section was supposed to be the same time signature, but the rhythms I came up with ended up being in 6/4, so instead of changing the rhythms, I changed the time signature.
*******PS Koji Kondo and Disasterpiece are both AMAZING!!! you guys should check them out if you haven’t*******
Level Design –[email protected] & @liyiming-serif
We designed 8 levels for this game. To keep it easy for players to learn how to control the fairy, our game starts as a regular archery game. The first 3 challenges are tutorials. By the end of the third level, the player should have used arrow firing control and left/right moving control.
Then we make the future challenges much fun by adding the key platformer feature — jump. To hit the chicken that are protected by walls, the player needs to jump on platforms to gain a better position where their arrows can reach the chicken. We made Level 6 slippery bricks vs running chicken. The player can choose either carefully jump on the highest brick to gain long time window aiming at the chicken or aim and shoot chicken within an incredibly short time before the chicken notice the player and become panic then fly away. Giving the player alternative approaches to win the game and keeping difficulties balanced is challenging and fun.
After three rounds of jumping and shooting, we want to introduce a new feature to the player to keep them engaged! And this is a good timing to require the player to rely on ricochet to complete challenges 7 & 8 (given that in previous challenges they should have observed this feature when their arrows accidentally hit the grey wall).
It’s a pity that we didn’t design more challenges that blends all player control skills together due to the time limit. We would love to complete our level design some day in the near future.
Level 1: No hurdle in between the player and the chick
Level 2: Tall pile of bricks enforce the player to indirectly target at the chick
Level 3: The player can’t stand still or the chick will detect the player then flee.
Level 4: The player needs to jump on platforms to get around the wall.
Level 5: The player need to shoot when standing on the platform.
Level 6: Slippery bricks vs. Running chicken
Level 7: Create ricochet arrows.
Level 8: Harder to estimate the ricochet angle because of the moving wall.
In retrospect, we kind of spent a long time doing a lot of less-important stuff like making the ocean move, instead of fixing camera and platforming bugs.
Overall, it was a great first try, I was worried that we wouldn’t finish, let alone produce a fun game. But we learned a lot on the way about workflow, level design, physics, and stuff!
Here’s our LD36 wallpaper:
*PPS – Tori Tori Panic! is an homage to Doki Doki Panic, which is the what the American version of Super Marios Bros 2 is a reskin of (that’s why it’s so out of place compared to the other games). Also, ‘tori’ means ‘bird’ in Japanese.
Here is a post mortem written by Edu ‘@sodap_’ Alonso, the artist half that worked on our Ludum Dare 36 entry, Revenge of Tutankhamun. He writes about the overall experience teaming up for this Ludum Dare, and the right and wrong things learned on the experience. And if you haven’t tried or game yet, well, do it now and provide feedback if you can!
REVENGE OF TUTANKHAMUN, A LUDUM DARE #36 POST MORTEM
Revenge of Tutankhamun is an arcade-puzzle game inspired by Chu-Chu Rocket. It was created in an event hosted in Zaragoza, Spain for Ludum Dare 36. The theme for this Ludum Dare was ‘Ancient Technology’, which inspired us to make a game about traps in ancient tombs and we ended up making something similar to Sega’s Chu-Chu Rocket, a classic for the Dreamcast and GBA.
In this game the player takes the role of the Pharaoh Tutankhamun, who needs to design the layout of the chambers in his pyramid in order to keep his treasure safe from any looters. These explorers will always walk forward and turn in a predetermined way unless given directions by a magic arrow placed by the player. The magic arrows wear out each time an explorer steps onto them so the player needs to keep replacing them until all explorers are dead.
Gameboss Jam Zaragoza
Both of us are members of a small online community of Spanish-speaking indie devs called Indiecalipo in Telegram, where we figured out we should make a real-life gathering for LD36 because it would be cool to meet each other, have fun, and make games. Juan Castillo (@Acrimiens on Twitter), from Zaragoza-based indie developer Mechanical Boss went ahead and started organizing the event.
The event turned out way better than we had pictured initially, as the jam was hosted in a community center for art and technology called Etopia where all the participants could stay for the whole weekend. We had a blast partying and doing gamedev battles on Friday before the theme was announced and then most of us went to bed to come up with an idea in the morning and start working. It was an amazing experience and it’s safe to assume we all are looking forward to repeat as soon as we can, maybe in another place so Juan can concentrate on the fun and the game making while others take the hosting part off his shoulders.
To be fair, the theme ‘Ancient technology’ wasn’t really unexpected, as it had lots of votes in the preliminary rounds, and we had talked about possible directions to take in the jam if that turned out to be the actual theme, for example something like a Ghost ‘n’ Goblins with a caveman having to start a fire and make a spear. However in the morning we deemed that idea too unoriginal and played out so with the help from CremaGames’ Guillermo Andrades (@xyaw on Twitter), Rodrigo and I came up with a new one, a game about traps in a pyramid inspired by Chu-Chu Rocket.
From there, we started working. Rodrigo started implementing the mechanics and used Tiled Map Editor to create the levels, and I started doing some art. I intended to make a concept and then make everything in a pixel art style but people liked the concept so in the end I just made a higher res version of the assets that were present in the concept art. We didn’t have any problems, it was pretty much smooth sailing for the whole process, which was a pleasant surprise for us.
On Sunday we realized we had some problems with UI/UX, it was really hard to control the game and we tried to solve that with UI but in the end that didn’t really help. Sunday night I stayed up until late as I searched for some free to use music and sounds. We still had some time left on Monday so on the train back home Rodrigo made a handful of new levels with a bigger challenge, made a build of the game and uploaded it.
What went well
- Both of us have a fair amount of experience at our roles so we didn’t run into unexpected problems or blocks during development.
- Making a new take on Chu-chu Rocket was a good idea. It is a great game that needs a more modern version with better presentation and new content.
- We don’t have any serious game-breaking bugs that we know of (please do try and prove us wrong and report any issues you may encounter!).
- The art turned out pretty decent for game made in under 72 hours.
- No nervous breakdowns by any of the members of the team.
- We finished the game without too much stress.
What didn’t go that well
- We gave too little thought to the game and level design. The gameplay is a bit broken, it’s a weird mix of puzzle and twitch action that isn’t fully working.
- Only Rodrigo worked on level design, I wasn’t of much help in that aspect and I think the lack of feedback on my part hindered the final result.
- We probably worked too much while thinking too little.
- I lost a lot of time on a concept art mockup and in the end I had to change the art style because of it.
- We based the game on Chu-Chu Rocket but we didn’t look at any videos or played the game. We played by ear and made some design mistakes that would have been solved by checking our references.
What we learned
- A good team of experienced and talented people goes a long way for a successful and stress-free game jam.
- We need to think and talk more about game design when making games.
- Chu-Chu Rocket is an amazing game that needs a remake.
- Concept art should be done fast and with the final style of the game in mind.
- Check out your references, don’t rely on your memories.
- Real-life events are a blast.
After the great experience in Zaragoza, we are looking forward to working on more projects together and also to attend more real-life events. You should always team up with someon who shares a similar mindset and level of expertise as yourself, that will make things go much smoother. However, you need to strike the perfect balance between thinking and doing.
I did try & paste the full post here, but unfortunately it was too media heavy and my embedded twitch stream clips were not working. If you’d like to read more, you can do so here.
Yes – you read that correctly. We finished our Ludum Dare #36 game and the end result was “Why Am I In The Past? Who Cares! Shoot The Romans.“, affectionately known as #WAIITPWCSTR for short (videos included further below).
Ancient vs. Technology comes to a head in “Why am I in the past? Who cares! Shoot the Romans” (or WAIITPWCSTR for short).
You’re in the past for some reason. How long can you survive against hordes of aggressive ancient Romans?
Pick up your gun and blast your way through history in this endless wave survival first person shooter.
Check out the Ludum Dare link and let us know what you think. The premise is, pretty much, as it is in the title!
We had an absolute blast making this, it really confirmed we had made the right decision in setting up Whitepot Studios, and more importantly, gave us a bit of validation that we actually can throw something together in 72 hours and have it be playable and downloadable.
We made the 2D menu graphics/logo/HUD assets made from scratch, and the sounds & 3D assets were free online – most available in Unity Assets Store or FreeSound, although some texturing was done to them.
Something which we hadn’t done before, which was a bit baptism-of-fire-esque was send the link to some Twitch streamers to see them play it live once we had submitted to the Ludum Dare website. It was really nervewracking, and felt like presenting a university project all over again, except this time to anonymous strangers on the internet with little way to immediately interact with them the second something goes wrong.
Anyway, 10/10 would do again. Yes, there were bugs, and yes, people found exploits – which was great! It meant people were playing it long enough to come across these issues and report them back to us.
So, after begging all our friends to try it out, at my time of writing this, we have 50 downloads! 50! Just kidding, we don’t have 50 friends (haha), but we do have 50 downloads according to itch.io, which we discovered is a really nice way to host downloadable game files and get analytics also.
We are definitely doing a post-compo patch, taking into account the feedback we have received and comments we received on the Ludum Dare entry itself.
One great thing about Ludum Dare is the feedback system, which encourages you to leave feedback on other games so people leave feedback on yours. It doesn’t feel like a chore at all if you genuinely enjoy playing the games, giving constructive feedback, and getting new inspiration.
One more jam, one more post-mortem. Such is the way of life (for me at least!)
Checked out the theme as it was announced (4.00 am around here). I knew what was coming based on the previous voting rounds, but no idea sprang up immediately (which is usually the case to be honest).
The brainstorming began officially in the next morning. Ranquil joined the storm later at which point all I had was a vague strategy game concept about scavenging and stealing technology. Movement of armies would have taken place on a world map and the action on a separate battle map. In the next few hours I managed to simplify the idea down to a single map close to the style of Advance Wars. Nine hours had already passed since the start of the jam so we set out to work with minimal fuss.
Light turn-based strategy isn’t the most demanding of genres and I had in fact created a similar prototype some 4 years ago. Unfortunately, the half-life of a codebase is way less than that and after 5 minutes of perusing I decided to rewrite the whole thing from scratch. That was a good call. The only system I reused was an A* pathfinding system, which I’ve been using for years in other projects including the last few jams.
No severe problems on this front, just a lot of work.
All the problems piled on the graphics artist this time. First off, Ranquil had been working for the whole summer on other projects, didn’t really like the genre and lastly the drawing table broke when only one asset, the character sprite and walking animation, had been finished.
Due to this calamity all non-essential assets were cut, among these battle animations (and any possibility of a separate battle screen). Ranquil shifted focus to other tasks, like audio research (and found a great song right away!). Luckily the drawing board issue was resolved by Monday and the last essential assets, like the desert ground tile and the main menu background image, were made and implemented. Despite the last day push some programmer art slipped in. (I take what I can get!)
With the game itself feature complete and playable only minor tasks remained: Audio implementation, main menu and tutorial. Once again, nothing I hadn’t done before, although for a jam tutorial this one takes the cake! The whole thing was completed with 2 hours to spare, a new record that. The building and uploading process took about an hour more for the tired mind.
Never have had this grave a production setback before, yet thanks to the small asset requirements of the genre the end product didn’t suffer significantly. The 72-hour jam is much more relaxed than the 48 hour counterpart with time for sleeping and breaks. I like that.
Had a good time and, once again, felt genuinely happy about the accomplishment. Now that is a feeling like no other.
And have a nice, relaxing post-jam life!
Take a look to the game from The Barberians Game Studio:
Post mortem sounds depressing! And wrong—the game just came into being, did it not? c; Here’s something about our two-player explosive hockey game (Pucketeers of Atlantis) post jam, at the very least!
Do begin by having a peek at the game to have an idea of what we’re talking about in the first place!
What is it?
Let’s begin here and now. The final game we submitted for the jam. Well, you can see above. It’s a two-player game, primarily intended for gamepads, where each controls a team of three characters to battle it out in the rink.
The twist: a periodically exploding puck, and little item boxes that pop up from time to time that can be grabbed in order to be activated when the player is holding the puck (two of these were implemented: one making time go slower for everybody except the current pucketeer, and one making everyone else fall over, both offering a momentarily opportunity to go straight for the goal).
What is it not?
It is perhaps not the best take on the theme, ancient technology. The idea was that the puck and hover boots and items to pick up and some of the characters (robots) were supposed to be ancient relics of long forgotten Atlantis, but that is admittedly a stretch in the first place, and it’s not exactly evident in the game itself, but needs to be spelled out.
What could it have been?
The final game that you now see wasn’t entirely planned as such from the beginning. The original idea was “(J)RPG hockey”, and there were all sorts of wonky ideas floating around, including turn-based elements, strategy, stats and very exaggerated features of all sorts, as well as closeup one on one sequences when dribbling or tackling.
Not much of that stuck around, partially due to time constraints, partially due to reconsiderations of what would be fun to play, but at least the characters still look kind of like those of early Final Fantasy games (no time for proper human modelling, sorry!).
What can it be?
Extended! Brushed up! Packaged. Networked? There are currently some considerations to do a little more work on this game beyond LD, making it more fun, perhaps allowing a third team on the field at the same time, and perhaps even some rudimentary online play.
Who knows? Such projects have a tendency to blow up and not happen, but it’s a fun thought, and there will probably be some experimentation at the very least. We’ll see!
This was our first Ludum Dare. It’s crazy to see how great some of the games are. There’s a lot of things we didn’t get around to finishing, like animations and sounds. I’m just excited that we finished something playable.
Leave us some feedback and tell us what you think.
A little of self promoting.
This game is based on having fun beating all the enemies and try to keep your life safe.
Well, that’s another Ludum Dare weekend down. For those of you who did the compo – congratulations! And to our friends in the jam, godspeed in these last few hours. I’ve spent some time today playing a handful of games, and as always I’m amazed at the creativity and dedication of this community.
Myself, I had a great time, and made a game that I’m really proud of. This was my 6th Ludum Dare, and the 2nd time that I’ve finished in time for a compo entry. As usual, I’ve put together a timelapse of the weekend:
Take a look to the game concept here:
At this moment, the development progress is:
- Gameplay mechanic is ready, but we need to polish it in order to get better game feel.
- Music is done and we are working on SFX.
- Level design is almost ready.
- Main character and 2 enemies are already animated.
- We are still coloring everything.
In a few words, with only 30% of time we still have a lot work to do, but sure we will achieve it
What do you think about mix the Guitar Hero mechanic with RPG? Could it has a good feeling?
So I’ve spent most of the day bug squashing (the bug in question is still in the game… It’s a very big bug, and needs a very big thing to whack it with.) and making the UI for this project. Which fora basic one I think looks pretty good.
I’ve also been working on tweaking the tile shader a bit for a more prominant flash.
Do you like Chinese food?
What could do the ancient Chinese men with a rocket and some gunpowder?
Unmistakably shot himself toward the stars!
A launching game about an especially bored Chinese and his massive rocket, the prototype(some squares gliding) is nearly finished, and we also got some art done.
He’s staring right at your soul.
So far so good, we expect to get something playable for tomorrow and maybe a demo for you to play.
Thank you for you support guys and lets have a great LD!!!