Ludum Dare 33
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You are the Monster

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Posts Tagged ‘unity’

My Cup of Fury – Gameplay Video

Posted by (twitter: @rtanshxn)
Monday, August 31st, 2015 10:00 am

Most people have commented about how difficult it is to play my game.

For those who have no idea what is it about, I’ve just added a gameplay video of my Ludum Dare 33 compo entry, My Cup of Fury.

Monster of the Matrix: post jam progress

Posted by (twitter: @@jespertingvall)
Saturday, August 29th, 2015 5:13 pm

Still having a cold decided to continued working a bit on my Ludum Dare 33 game Monster of the Matrix. In the game you play as a skeleton trapped inside a dungeon crawler. But something is wrong… You realize that you are trapped inside a world that is shutting down. You must escape…! And something is hunting you….!

New version

  • The original Ludum Dare game had one random generated level of fixed size, with one exit. After the jam I split it up into 7 different sized, still randomly generated, levels. It also added a new gameplay element, doors. They made the game much scarier since they limited your sight. And behind every door an agent could lurk…
  • A stamina mechanic was added. You need to rest and can not run the entire time. The agents more a little bit faster than you, so you can not loose them unless you are running from them.
  • More and scarier sounds where added, among them footsteps to the other skeletons and really spooky music from Connor O.R.T. Linning.
  • I also integrated Gamejolts API into the game, giving the player achievements.

Old version of game

 

Links

Monster Lab Post-Mortem

Posted by
Wednesday, August 26th, 2015 2:41 pm

MONSTERLAB

I discovered so-called “incremental games” like CandyBox recently and was amazed by the amount of intrigue and interest such a simple mechanic could inspire. I wanted to explore the stripped-down style of those incremental games while tackling a simulation game. I wanted to answer the question – what does it take to make a text-heavy point-and-click simulation-style game fun? I think the answer I found was – more than I have here. I realized that half-way through but at that point it was too late to turn back.

Candy Box game

Candy Box game

Simulation games always make me think of Sid Meier’s description of games as “a series of interesting choices” – interesting being the key word. Every choice should matter. As I was trying to balance the game, I found that if I gave players too much money to start with, their choice of buying a cage or table wasn’t high-stakes enough to matter. Seems obvious in retrospect, of course, but this simple fact really sank in for me during the making of this game. A player’s choices must matter. And any choices that don’t matter should be removed.

I kept referring back to Oregon Trail, the 1990 PC game about trying to survive on the trail. I spent hours of my childhood totally immersed in Oregon Trail, and it was just a series of text choices and simple animation clips. The difference, though, is that it told a compelling story – you and your friends or family try to complete an arduous journey across a dangerous, rugged country, with many of your crew dying along the way. I think it was the built-in drama of such a story that kept us all hooked and clicking despite its simple graphics and gameplay.

oregon trail

Oregon Trail

I also re-learned how much the “little” things like sound effects and subtle animations bring a game to life. At this moment, MonsterLab is more like a playing a spreadsheet than playing a “real” game. 

So, what would I do differently in MonsterLab 2? First, don’t release it with bugs. 😉  Second, add sound and animations. Third, tune the existing mechanic – make all choices matter, and figure out how to balance the cost and timing of everything. And fourth, focus more on the storytelling and increase the volume of content available (different types of monsters, different experiments to run) and maybe a new mechanic where you have to actually chase or hunt the monster instead of just purchasing it. If only the weekend could have lasted forever, I might have ended up with a decent game. There’s always the next Ludum Dare, though.

We made it! Hide, Mr. Hyde is available now.

Posted by
Tuesday, August 25th, 2015 8:41 pm

This was our first LD and I really think we did a good job. We didn’t get to finish the game, but it is playable and you can understand the core mechanics. Meet “Hide, Mr. Hyde”!

We toyed around with lots of ideas of being a monster, but we decided very quickly that we did not want to make a game where the monster is a mythical creature and just kills randomly. Well, go play it and give us your feedback, it will be mostly appreciated. Have fun!

Don't let anyone see you in monstruous form!

A few notes: we only worked on the game on Sunday and Monday, it was kind of a Hardcore Mode, really.

Mini-Post mortem

Posted by (twitter: @_MrNyarlathotep)
Tuesday, August 25th, 2015 11:40 am

My first LD!
What went right:
rawr_ani
Visuals
Absolutely nailed my Laser control + VFX on the first day.
Really, really, really happy with the results. I’m definitely going to make use of lasers in future projects if they turn out as well as this.
I’m no artist, but I’m very happy with how my low-poly buildings turned out too.

Unity
This was my first time using Unity as anything more than a 2D engine, so I’m very happy with how quickly I got decent-ish results using it as it was supposed to be used, as a 3D engine. My first time using ‘out of the box’ features like navmeshes, global illumination, camera post processing effects, etc all turned out very nicely, and making things in actual 3D is a lot less scary to me for future projects! Performance was also pretty good, even without any time for any form of optimisations (and I am spamming out particle effects and churning through destroy / instantiate gameobject loops like I just don’t care)

What went wrong:
Theme
Didn’t like it, and hoped it wouldn’t win. Ah well.
That’ll teach me to actually vote next time.

Preparation
As in: I did none. This is my first LD, and I just sort of assumed you had to do everything from scratch. Later reading of the rules it seems using existing codebases is fine, so I could have saved myself some headaches with a bit of prep work instead of on the fly debugging and trying to remember how commands work.

Unity
I backup code + assets regularly, but a nasty infinite loop I hadn’t noticed had me force killing Unity (you don’t force terminate infinite loops with an error, unity?), and I lost a big chunk of work I had been doing in the scene(you dont autosave, unity?) as well as corrupting some prefabs, so with a literally unplayable game as a result I decided to opt-out of the compo, and take an extra day to rebuild rather than ragequit completely.

Scope
In a way I was ready for this, as I built each ‘section’ of gameplay individually, so I was ready to run with whatever I had done in time and it still technically be a game (in that it has a clear fail state and can be restarted) but as a result of running out of time it ended up as not a particularly good game.

I’d intended to have enemy tanks spawn that you could kill, and instead of it being time-based, the little people you can eat would restore health that the tanks would take away.
There are still elements of this (people are called ‘food’ in my code, and I have an unused targetting cursor for ‘enemy’) and the garages that the people run to were intended to hide tank spawns, but… I think I got away with surgically removing this entire mechanic without it being too obvious its missing in the end result.

TL;DR
A+++ way to spend a weekend, would jam again

Monster Streaking!

Posted by (twitter: @beavlgames)
Monday, August 24th, 2015 9:16 pm

Wow. We’ve finished our #LDJAM with an hour to spare. BUTT (see what we did there?) we were really tired for writing a longer post (gifs, screenshots, initial ideas, etc.). So what now?

Let’s Go Monster Streaking!

Monster Streaking

(Click on the image to play the game.)

Cheers, everyone!

Undercowver

Monday, August 24th, 2015 8:07 pm

titre

 

Play and rate our game here

Plot

You are an evil alien monster, sent on earth to put implants on cows and release them so they can serve your diabolical plans! But take care to not wake up the farmer!

 

50054-shot0-1440535412menu_background

What went good

  • We easily found a concept
  • Artistic direction was clear right from the start
  • We took the time to make a few adjustments before submitting

What went wrong

  • We think we can do even better stuff
  • Had troubles (bug fixing mainly) during the last hours
  • Difficulties to make some assets visibles

Bonus points

  • From our last games, we set up a project and made some researches
  • The team feel we improved ourselves since the last jam :)

lien_twitter

 

G.A.M.E – Done!

Posted by
Monday, August 24th, 2015 7:19 pm

With less than an hour to go, we’re done and uploaded! After some very strangle scale issues with the web player, we’ve finished G.A.ME. It lets you experience what being a part of a big games company like EA would be like, allowing you to make large decisions about potential employees and new offices and small ones about how you treat the homeless.

Here are some screenshots, showing the UI and Floppy in all his glory:

The boot up screen in all its glory.

The boot up screen in all its glory.

Showing our procedural message system.

Showing our procedural message system.

Floppy offering his help.

Floppy offering his help.

Floppy explaining the statistics window.

Floppy explaining the statistics window.

Floppy explaining the top 10 leaderboard!

Floppy explaining the top 10 leaderboard!

Floppy sometimes gets mad...

Floppy sometimes gets mad…

And he reveals the whole point of the game.

And he reveals the whole point of the game.

Play the game here : http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=57508

Please remember to rate & comment, as well as fulfilling the process it helps us to see where we went wrong for future games!

We’d like to thank the community for being so wonderful during such an amazing experience. Thank you.

-Flaming Kiwi

Get Out Of My Way!

Posted by
Monday, August 24th, 2015 6:50 pm

Confessions of a serial shopper:

In a world of consumerism. In a time where sales rule and the biggest discount sets you apart. One man, armed with a shopping cart and unlimited credit will reveal the shopper within all of us. Nothing will prevent him from checking off his list. Unleash the beast on unsuspecting service staff.

Press A to rush forward and bust through obstacles.

Press D to hide behind your cart and avoid the hazards of the store.

screenshot1

screenshot0

 

DOWNLOADS:

Windows

 

Credits:

Ryan Dallaire  –  Code & Design

Richard Hoover  –  Art

Danielle Dallaire  –  Art & Sound

Monster of the Matrix finished

Posted by (twitter: @@jespertingvall)
Monday, August 24th, 2015 5:36 pm

It started as my trying out some shaders, then found out that Ludum Dare 33 was running. This is the result, finished during a nasty cold.

You are a skeleton in a dungeon. But something is wrong…. Why is the walls breaking down around you? Who are these green skeletons that hunt you?

Play it here.

Posted by (twitter: @@Wolletopia)
Monday, August 24th, 2015 11:23 am

Do you like to eat cats and shoot Genkidamas at innocent bystanders?

Then Snacker will be the Game for you!

SnackerTitle

(now with 20% more shitty photoshop filters)

Play Now!

Making Progess –

Posted by
Monday, August 24th, 2015 4:39 am

c

Making progress

Another great Ludum Dare, Submitted!

Posted by (twitter: @PandaDima)
Sunday, August 23rd, 2015 10:04 pm

So my game is called Plothole.
It should’ve been an adventure/mystery game about a detective who investigates some of the recent murders that might be a a job of one serial killer. SPOILER: in the end the detective would uncover that his 2nd (schizophrenic) self is in fact that serial killer.

In reality Plothole is an unfinished game with only core functionality and not much content at all. (Art is really hard and slow for me)

Plothole

Plothole

After thoughts:

Amazing Ludum Dare! Even though I once again haven’t finished a game, I totally loved (almost, that missing boolean not bug costed me 2 hours of work) each second of it! I learned a lot about Unity’s new UI system, discovered new game genre I might like and wanted to do and finish! I had great time overall, nice to get distracted from some unpleasantness that happens around. I hope everybody had amazing time too, here’s to another great Ludum Dare, and for many more!

I always shared my LD brainstorming results after LD, so here goes: http://codebite.xyz/ld33/ideas/ Although I usually did it in Google Drive, I try to move away from Cloud Storage, coz I am paranoid.

Thanks:

  • To Mr. Mike Kasprzak, for Ludum Dare itself and still maintaining it, and even making a new version!
  • To Unity Engine Team, for amazing Game Engine.
  • To… Microsoft, for Visual Studio and C#
  • To All the Open Source developers, for everything! Much love <3
  • To Ludum Dare’ers, for amazing community! 😀
  • To Zhoot, AtomicVikings, yuraSniper, Leo, Skай, Zet and Thok, Jorge and my family, for being there.
  • To Caffeine, for keeping me alive. XOXO

My Cup of Fury

Posted by (twitter: @rtanshxn)
Sunday, August 23rd, 2015 8:36 pm

FURIOUS CUP ON FLYING SAUCER

 

I have submitted My Cup of Fury. Yeah, it’s a flamethrowing cup riding a flying saucer.

Im done!

Posted by (twitter: @progex)
Sunday, August 23rd, 2015 5:43 pm

Hi guys, first time I make art and music/sfx. I spent around 25 hours making.

I like but it could be better.

Scary scary Not Allow Losers

Scary scary Not Allow Losers

 

PLAY HERE – SCARY SCARY

Moon Werewolf is finished!

Posted by
Sunday, August 23rd, 2015 4:57 pm

Finished my 4th Ludum Dare game. YAY :)
All hail to Ludum Dare and crappy weather outside…

Play and vote : http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=20097
Enjoy 😀

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