Ludum Dare 36
The Theme is:
Ancient Technology

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

Posts Tagged ‘unity’

LD36 Update on A.R.C

Posted by (twitter: @@moongateuk)
Sunday, August 28th, 2016 5:17 am

Well I took  half a day off gamedev and ldjam yesterday for spend some time with a very good friend and my family, which has invigorated me to focus on this project in a much better mindset than I was in. So without further a-do, this is what A.R.C currently looks like.

I’m currently recording the whole development so I can put it up on youtube at somepoint in the near future.

And now they’re building pyramids in my honor

Posted by (twitter: @rjhelms)
Sunday, August 28th, 2016 3:06 am

I stayed up too late. Should have been in bed two hours ago. Oh well, off I go now.

Overall, today was awesome. Got a lot of great things in place. Spent a bit of time bashing my head around some things that appear to be bugs in Unity 5.4.3, and a bit more time bashing my head around some things that appear to be bugs with my own ability to make games.

Left to do for tomorrow:

  • add a few more types of bad guys
  • implement difficulty progression for my level generator
  • add all the interstitial screens: title, instructions, lose, level clear (maybe)
  • music
  • balance and bug bashing

I think that’s doable.

The point of this game is to convince the Egyptians to build pyramids. I’ve got that in place now, and the size of the pyramid is based on how well you performed on the level. A near-perfect performance gets you this:

7-pyramid

Adventures in procedural generation

Posted by (twitter: @rjhelms)
Saturday, August 27th, 2016 10:46 pm

Every Ludum Dare, I look in awe at folks who are able to implement procedural generation in their games. It’s never anything I’ve really tried before, and just about every compo ends with me making a mad dash to design levels that are never as balanced or fully-featured as I’d like.

I’ve decided to change that this time: I’ve got a broad sense of how I can parameterize the difficulty a level, so I’m going to give fully procedurally-generated levels a go. Not much to show of it so far, but in keeping with my absurd Egyptian theme each level’s going to take place on a river vaguely representing the Nile. Here’s my river-generating procedure in action:

5-procgenriver

Now to get the enemies that I already have developed also being slotted on the level, and I’ll be well on my way to an actual game.

Walk like an Egyptian

Posted by (twitter: @rjhelms)
Saturday, August 27th, 2016 3:33 pm

A bit more sprite work and one game mechanic in place. The farther I go down this road, the more I’m getting distracted by the absurdity of it.

4-converting

Well, I guess this is what it’s gonna be

Posted by (twitter: @rjhelms)
Saturday, August 27th, 2016 12:15 pm

Well, it’s not much, but I’ve got the basics of movement and firing projectiles in place.

3-firing

Egyptian gods shoot lucky charms from their space ships, right?

Rolling in the deep

Saturday, August 27th, 2016 11:03 am

Some progress with draft art

 

LD36 here we are!

Posted by (twitter: @jenninexus)
Saturday, August 27th, 2016 8:33 am

Up all night & pumped to be working on a jam submission with my partner Martian Games & our buddy IKU Games.  We planned ahead for this one & so far so good!  Tried live-streaming a bit last night, with another stream planned for late tonight.

Hope everyone else is having as much fun as we are!

twitch stream :-D

Game Progress Day 1 (Ludum Dare 36)

Posted by (twitter: @ToadieTechnika)
Saturday, August 27th, 2016 6:21 am

Hi guys, didn’t post about me joining in the Ludum Dare. And here I am with a new progress (GIF below), featuring placeholder graphics and an initialized gameplay idea. You could get the idea of what I am making for the theme (which was a complicated one for me). Enjoy the weekend and have fun making your games. Good luck to everyone 😀

ldprogressGIF

Have fun interpreting this…

Unity WEBGL in under 3 Mins.

Posted by
Wednesday, August 24th, 2016 11:00 pm

Every single year we are plagued by poeple who still use unity web player or PC/MAC downloads only, if only you could just export to webGL and your game could be played in a browser…. well you can.

every LD i get frustrated by this and every LD i say to myself “next time you should create a video about using webGL”. but i dont because im usually too busy… well my friends, i may need to get an extension on my uni assignment now but BAM! i did it.

For Anyone thats in…. ill just leave this here:

Dare me!

Posted by
Wednesday, August 24th, 2016 10:16 am

This weekend will certainly be interesting. I’m really hoping for a decent theme to work with, somehow last LDs didn’t really appeal to me.
Since I’m in Germany, Europe I will start later, roughly 4-5 hours after the inital start. Can’t justify staying up that late into the night, especially not being productive at all. (Plus I have work again on Monday.)

If I feel like it I might stream the whole thing over on Twitch, but don’t count on it. 😉

My tools of trade are the following:

Engine: Unity 5 or SuperPowers
Code Editor & Text Editor: Visual Studio, Atom, Notepad++
Audio: Fruity Loops, Audacity, sfxr, Abundant Music
Graphics: Photoshop, 3DS Max
Misc: 2 Monitors (24″ + 22″), Cherry MX-Board 3.0 Mechanical Keyboard with Brown Switches, Xbox 360 Gamepad, M-Audio KeyRig 49 MIDI Keyboard, Coffee, Cats to cuddle with <3

I’m in (plus resources for Unity)

Posted by (twitter: @dylanwolf)
Monday, August 22nd, 2016 11:08 pm

I’m in, using Unity as usual. In addition, I’ve gradually been building a collection of one-off C# scripts that can be used for basic behaviors such as:

  • camera scrolling/locking
  • visual effects (bouncing, etc.)
  • basic logic for match-3 and 2D platforming
  • helpers for sound effects
  • UI helpers
  • object pooling

Per the compo rules, they’re open for anyone to use: https://bitbucket.org/dylanwolf/ludumdareresources

There’s a sixth time for everything – I’m in!

Posted by (twitter: @rjhelms)
Sunday, August 21st, 2016 3:14 pm

Ludum Dare is pretty much the best, so I’m doing it again. As I have every single Ludum Dare to date, I’m going to aim for the compo, with a good awareness that I’m going to miss the deadline. Either way, I’ll be following all the compo rules.

Toolchain is unchanged from last time, except for software updates:

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

With respect to declaring code I may end up using: Aron Granberg’s A* library treats me well, so it will be on hand if I end up needing it. I also may yoink a few pieces of boilerplate or common utilities (level loader, resolution/aspect ratio correction, etc.) from my previous LD entries, which are all in my GitHub repo.

Game on!

Skyway on IndieDB!

Posted by (twitter: @RobProductions)
Monday, August 8th, 2016 8:25 pm

Hello everyone!

I’m still hard at work on my latest game Skyway, which you may remember. I’ve just made an IndieDB page which will hold screenshots and updates! The game is a bit behind schedule but it should be officially announced sometime this month, and should release before 2017.

Screen6

Skyway

Please check it out! I’m pretty worried about what people will think of it come announcement time, so feedback is appreciated!

If you haven’t already, follow me on Twitter, and good luck to everyone in the LD!

Reworking my LD 34 entry Eda

Posted by (twitter: @alpha_rats)
Sunday, June 5th, 2016 7:12 am

I’m currently reworking my LD34 entry, a bonsai-growing game called Eda.

First  of all : thanks a lot to the Ludum Dare community for all the useful feedbacks on the first version of the game!
Many of these insights are now implemented, and contributed dramatically to improve the game and motivate me to push it further.

The LD vesion of the game

The original version (playable here) allowed the player to choose the branches he wished to grow. The player had overall limited agency over the tree’s evolution, and the game presented little variety outside of diverse planting pots.

tumblr_nzepnlW2r91tqwxxoo1_400

My LD 34 entry Eda

The current version of the game

In it’s current state, the game presents two different shaping tools : growing and pruning.

It also features now :

– different varieties of trees to choose from or to grow randomly
– different planters and little carpets to choose from or to randomize
– four seasons with different color schemes, depending on moon cycles
– an in-game screenshot mechanic
– a proper menu and decent UI
– improved graphics
– a more fluid and adaptative camera
– fully rewritten and optimized code

A lot of these ideas came firectly from the suggestions made here on the LD website, so once again: thanks everybody!

alpha_rats-Eda screenshot- main screen 04june

Eda, screenshot : June 2016

alpha_rats-eda-screenshot june20165png

Eda, screenshot : June 2016

alpha_rats-eda-screenshot june20163png

Eda, screenshot : June 2016

Where is it heading to?

The plan is to have a free demo by mid-june and to ship the finished project by September 2016, for desktop and Android.

The main remaining features yet to implement :
– make the tree evolve depending on season cycles (bloom, fall, growing fruits, etc…)
– add some weather elements (rain, snow, sunshine, etc…)
– add more tree shaping and tree care elements
– give more variety to the different kinds of trees, with more varied growing shapes
– have different kind of background scenery, eventually randomly generated

And finally : thanks to Mathis Bouron who did a great job with the soundtrack and sound effects, and continues to do so now for the new version of the game!

 

Thank you!

Posted by (twitter: @SantiHisteria)
Tuesday, May 10th, 2016 8:35 am

Happy for my first game jam results… and I’ll try to be better for the next!

RatingBreakingFat

Thank you very much to everybody that played and gave me a feedback my game. I’m sure that I will make the full version of “Breaking Fat” in the near future :)

See you soon!!

Hart of the Forest – Post-jam Preview

Posted by (twitter: @stellardoordev)
Monday, May 9th, 2016 7:44 pm

LD35 might officially be over within the hour, but our 2nd Door Studio team is excited to carry on the project with our continued development of our game, Hart of the Forest.  From the beginning, we knew that our project was probably a bigger idea than the fast time limit of the Ludum Dare would allow, but the last three weeks have given us the chance to keep going, bringing our original jam submission to something that’s starting to feel much closer to the game we have in mind.  We’d love to share that with you now, to celebrate the end of the review period!

To jump right into the good part, please feel free to try our latest post-jam build at the link below:

Hart of the Forest – Post-Jam Preview Build (WebGL, early alpha test!)

Or, if you want to see the original, here’s our Original Ludum Dare Page

Controls:

  • W, A, S, D (or Arrow Keys): Move
  • Mouse Move: Rotate, move camera
  • 1, 2, 3: Shapeshift forms (Druid, Stag, Bear)
  • Z: Change Camera Angle (Overhead / Third-person)

Before diving in, here are a few screenshots, to help paint the picture:

The idea behind our game (and our implementation in the jam edition) started fairly small, and has grown into something we hope is much larger and more cohesive, in terms of both the gameplay and the story/experience.

For starters, we’ve moved away from the strictly top-down view, offering both an over-the-shoulder third person camera (with more traditional adventure/RPG game controls), and an overhead camera that will make it easier to see your surroundings (when, say, escorting villagers or the like).  This opened up a range of new visual dimensions to explore, including:

  • New terrain, with regions like hills and valleys, a river, a lake, and denser/sparser stretches of forest
  • Light and shadow effects both tree shadows, dynamic leaf shadows, and rolling cloud shadows
  • Water effects including the flowing river, waterfalls, and bridges
  • Pathways that wind through the forest, which will become the roads that both villagers and enemies follow

Put simply, this let the whole forest start to feel more like a real place, and, hopefully, someplace you could get to know by exploring it.  We picture a forest teeming with life, plants, animals, spirits and people, all good and bad alike.  (And therefore tasking you, as its protector, try to do the best you can to protect this place as things begin to play out.)

We’ve also been playing with a number of new features, many of which are implemented already (though not necessarily in this build, as we test), including:

New Abilities and Features

  • Spells, in the Druid form (including our first test spell, which locates lost villagers and sends out a glowing beacon trail, to help you find them)
  • Combat abilities as the Druid (you can test what will be our archery system by holding down left-click — pretend this is fully implemented)
  • Spirit Vision (a Good/Evil Detection system), in the Hart form (letting you detect good villagers from corrupted ones, and helping you spot enemies in the woods)
  • Combat abilities as the Bear (including charges, roars, and swipes)
  • A minimap (sadly omitted for now, as we decide how much this helps or hurts the feeling of immersion in the game)
  • Enemy abilities (including a particularly wicked Area of Effect spell by the new enemy spellcaster, which targets groups of your villagers as they follow you!)
  • Dynamic pathfinding, based on Unity’s NavMesh system, and a custom waypoint system, letting friends and enemies follow roads to their destinations.

We also have a range of new visual updates in the worlds, including an overhaul of our Druid hero (with all this new movement and action, it was time for him to get a bit younger and stronger…!), and some new enemies to face, including the new sort of “anti-Druid,” the “beast-man” berserker enemy.  See those two below:

The game certainly still has a long way to go, but we’ve been so glad to work on this while the reviews were still coming in for the rough prototype of the jam version, and we can’t thank you all enough for the kind words of encouragement!  They have kept us inspired, even through the frustration of posting an incomplete game at the end of the jam!

The concept, as we see it now, will be a kind of single-player open world game set in this one large, high-detailed forest map, where individual “levels” are comprised of objectives including (you guessed it) saving villagers, repelling enemies, and also new things such as saving or defeating good and evil forest spirits, collecting needed components throughout the forest, building up your sanctuary by bringing it new people and materials, and completing quests for the various inhabitants of the forest.

The end result is a hybrid game that we think will be a new and interesting mix of familiar ideas, and one that we’re really looking forward to playing, ourselves.

We would love to hear your feedback, and to offer you the glimpse of the work we’ve put in so far over these last three weeks, in the form of our current nightly build — link below:

Hart of the Forest – Post-Jam Preview Build (WebGL, early alpha test!)

Or, for these last few minutes, see our Original Ludum Dare Page, if you want to leave a last-minute review!  (Thanks!)

Thank you all, hugely, again for the feedback and support, and keep the suggestions coming!  It’s been an honor, everyone — and we hope to see you all in the future!

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