Posts Tagged ‘unity’

The fundamentals of interior design 3: Moving furniture

Saturday, December 10th, 2016 7:57 pm

Chair slides around of its own accord.

To move the chair, you must become the chair. I’ll probably do some more work on the camera, but I think the movement controls are working pretty well. You click on the furniture you want to move, and then control it with WASD to move and QE to rotate.

Now it’s time to dig into the game mechanics of furniture arrangement.

Going to bed! Current progress here!

Posted by (twitter: @avaskoog)
Saturday, December 10th, 2016 7:44 pm

Previous (and first) update can be found here.

Half of our team of two has already gone to bed and the second half is just about to. Spent the last hour or so messing around with a cheap post effects shader to get a somewhat more interesting look to the game than default Unity stuff:

View post on imgur.com

Some of Marte’s models are finally in, tho not where they’re supposed to be in the end. This is still just a test room.

The contrast provided by this shader allows us to put details into textures rather than relying on stuff like normal mapping with a similar result, which is good enough, and saves a lot of time and effort. Will probably add some bricks to that fireplace, for example.

As you can see, the gameplay hasn’t really changed compared to the previous update. Back to working on that tomorrow. Will need to plan out the story and puzzle elements of this detective story a bit more too.

Good night! ☆

FDP corp present “Piece of meat”

Saturday, December 10th, 2016 7:13 pm

Hello everybody ! We are proud to be here one more time ! We are also proud to show you our work !

 

LD37 One Room :

FDP corp present “Piece of Meat” our second project under the ludum dare banner. We try to plan a puzzle tactical game around the industry theme with a lot of humour and fun. The game exploit a satiric view of our future.
Likes the first time we will try to finish it for the deadline.

 

Our team :

 

Jalibter as Main Dev

Dannou as Main Graphist

Bob as Graphist
JeanTapas as Compositor
MonsieurDuc as something usefull like a BOSS

 

Our consultant and helpers

Plexus as Dev and logic
Gribouille as Marketing and Event
Holyengine as Graphist

 

You can check our works there :
http://multitwitch.tv/dannou_gaming/jalibter/monsieurduc/holyengine

 

We working with :

We working on those software

Unity 5.4
blender
zbrush
maya
substance
adobe suite
fruity loops
notepad++

Feel free to ask your questions on our stream.

 

 

Piece of Meat the story :

 

In 2099 the growth of the human race became uncontrollable.
Overpopulation has become the biggest threat.
Humanity under the enlightened guidance of the FDP corp, has surrendered.
You play as a young factory manager, with one dream, change the world.

Your first mission will be to make a cheap and useful production system.

 

Some tease :

 

Story tease :

 

 

 

 

All the staff hope you enjoy it ! leave a comment if you want we will answer !
Streams are ONLINE ! you could check our work in progress.

 

The fundamentals of interior design 2: Beds and Tables

Saturday, December 10th, 2016 5:23 pm

Throwing chairs, tables, and beds into a room.

I can now procedurally generate chairs, tables, and beds!

Next step is to work on the furniture arrangement controls. The current version lacks a certain… finesse.

☆★ WIP detective story set in ONE room ★☆

Posted by (twitter: @avaskoog)
Saturday, December 10th, 2016 4:08 pm

⇒ Choo choo goes the LD hype train! ⇒

Ava and Marte are working on a game as always, this time not accompanied by Morten. Started a bit late after a good night’s sleep and most of the time on Ava’s part has gone to core systems, but we’re going strong. After some initial music work, Marte has for the first time done 3D modelling, in Blender, and has been churning out models with increasing speed as she has gotten used to the way it all works. c:

None of the models are featured in the below test room, but you can get an idea for how the game will work. You will be inspecting things and picking stuff up in order to progress and figure out what happened!

View post on imgur.com

A semi-intelligent system makes it relatively easy to add new stuff to the room and have it working as intended.

Skärmavbild 2016-12-10 kl. 21.54.58

Our previous blog post this time around had Ava considering using p5.js for this LD, but as you can see above, we ended up using Unity instead, as 3D felt like the best way to cram stuff into a single room, and there wasn’t really time to delve into the 3D functionality of p5 this time. Better to focus on a better game using familiar tools!

Good luck to everyone! ♥︎

One Room. Infinite possibilities.

Posted by
Saturday, December 10th, 2016 12:54 pm

When it comes to the human mind, a lot can happen. The mind can quickly create a completely different world that appears to be real. How do you think you would react if you had woken up isolated in a hospital room?

If you’re interested in watching us stream live and eat a lot of food whilst building this experience, head over to Twitch here: https://www.twitch.tv/iamkraya.

We will post updates here quite frequently with progress.

The Tomb Devlog #1: A Cult of Lively Death!

Posted by
Saturday, December 10th, 2016 12:21 pm

Good morning Ludum Dare participants!

I’m Nick, CEO and “business guy” over at indie developer Raconteur Games. This is my first game jam, ever! I’ve organized two, but never actually participated — now that changes!

My team consists of myself, the incredibly talented Sander, our CTO at Raconteur, and Charity, a local Louisiana developer who’s an incredibly talented artist (seen in games like Quest of Souls).

We’re going to chart our progress throughout the event here for our entry “The Tomb.”

We saw the theme of “one room” and wanted to give it a fun narrative spin, and what we came up with was delightfully strange and grotesquely beautiful. In this game, a death-obsessed cult spends their entire life focused on death, and a major part of that is building your own tomb.

So, you are literally digging your own grave!

Dark, right? Nah, these are silly cultists who end conversations with quips like, “Death comes for us all!” It really is a charming little thing, I promise you!

Sander is currently knee-deep in code for custom systems based on social interaction with characters, which can determine how certain relationships in the game play out. Charity is working on great art for the game — first screenshot in our next post!

Excited for this to be my first game jam game, as well as being able to collaborate with other Louisiana developers.

Let’s get stuff DONE!

-Nick

I made a door!

Posted by (twitter: @AlbinoStoic)
Saturday, December 10th, 2016 3:29 am

The rules suggest Programmer Art huh?

90% Blind Albino ‘s first Ludume Dare!

Posted by (twitter: @AlbinoStoic)
Friday, December 9th, 2016 11:19 pm

Hey there!

I can’t see very well, but it’s never stopped me from using a computer!  Magnifiers and software zoom levels are perfectly fine for most things, and Visual Studio can zoom in pretty well.

Brainstorming almost done.

This’ll be interesting, hope I can time manage!

Nice to meet you all!

Wash’Em Balls for my practical exam at school

Posted by (twitter: @doppelgunner)
Friday, December 9th, 2016 6:36 pm

Ludum Dare 37 – LetzHavePhun

Posted by
Friday, December 9th, 2016 1:19 pm

My second (or third?) Ludum Dare.
Last time (second LD) I had a lot of unplanned things popping up on the LudumDare weeked and finally I had to skip the contest.
This time I have a lot of “planned” non Ludum Dare related events, but I will code a nice little game!

This time I will participate in the Jam (I’m sure I need more than 48 hours)

Tools:
[X] Unity3D ()
[X] InkScape (Motivational Wallpaper, WordPress Featured Image, …)
[X] Notepad++ (4BrainDump)
[X] WordPress (Documenting my work)
[] XYZ
[] Audacity
[] MagixVDLX
[] Blender
[] SnakeOil

Wish all of you good luck…

Ludum Dare 37 – D003-Hello Ludum Dare 37

BTW.
WordPress 4.7 is available! Please notify the site administrator. 😉

HowTo dynamic grid in unity, before the ludum dare 37

Posted by (twitter: @doppelgunner)
Thursday, December 8th, 2016 5:34 am

Watch my howto tutorial in making a dynamic grid in unity. The cells are created at run time and the grid is modifiable.

Skyway Released on Steam

Posted by (twitter: @RobProductions)
Friday, December 2nd, 2016 5:16 pm

Hello all!

Ludum Dare has taught me so much as a developer, and has inspired a great deal of my work. Today, I released my first game on Steam–Skyway. If you have a few minutes, please check it out!

http://store.steampowered.com/app/541410

Skyway Screen

Skyway_capsule_sm

As an homage to my short LD games, I’ve placed a few Easter Eggs around the levels :)

Thanks! -Matt <3

You’d better believe I’m in, for my 7th Ludum Dare

Posted by (twitter: @rjhelms)
Thursday, November 24th, 2016 9:42 pm

This will be my 7th Ludum Dare, and I wouldn’t miss it for the world.

Going to be using the same toolchain that’s served me well in the past:

  • Unity 5 with Visual Studio,
  • Photoshop for graphics,
  • ChipTone for sound effects,
  • REAPER, and my iPad with sundry apps, for music.

As has become a bit of a trend over the past year or so, I’ve got a family commitment that’s going to take me out of town on the Sunday for 10-12 hours. For that reason, I’m certainly going to be entering the Jam.

Let’s do this!

Desert Strife Post-Jam AI (with more code examples!)

Posted by
Wednesday, October 5th, 2016 2:31 am

GIF!

Intro

Took a while (too many projects at the moment; loving it!), but here it is: Part 2. The basis of the system is still a reactive AI using heuristics. It doesn’t plan ahead at all, which is good enough even if it does show every once in a while.

The full AI code can be found here, if you care for that sort of thing!

Heatmaps

Heatmap, the main technique utilized, simply stores values in an extra tilemap (int array!) for spatial information evaluation. In this case the heatmap stores threat and support values used in choosing the AI attack target and movement path.

Pic2Small

Heatmap visualization

The recursive heatmap function is called for each enemy and ally on the map

Threat evaluation

Calculating the threat (and support) values is a cinch: Add up the probable averages of all usable weapon types of your allies and enemies. There is a bit of quess work involved if the enemy ammo counts are not known already.

 

 Nothing out of ordinary here I’d hope

Panic!

New feature alert! Taken that we already have threat values for each group and location data about safe areas, we might as well have a bit of fun with them! Every time a group gets into a fight its support value is compared to the threat level around it. A high enough difference will send the group in panic, running away from enemies and finally fleeing if reaching the level border. Now you can bully your enemies to submission!

PanicCalculation_

Panic also ensues if the total enemy force is overwhelming, but that is checked elsewhere

Conclusions

Simple and seems to work alright. In the next project I’ll be using Monte Carlo Tree Search, no doubt about that. It is much less work with potentially more intelligent results. Working on a generic version at the moment.

Play it here!

PS:

seththefirst suggested taking a look into AI utility functions in part 1 . The threat level comparison turned out to be sufficient so I didn’t implement anything like it, but maybe you (yes, you!) will find it useful.

Guild Inc timelapse

Posted by
Sunday, September 18th, 2016 12:40 am

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