Posts Tagged ‘unity’
I just wrote a post-mortem for my LD32 game Beacons (probably the earliest I’ve done a post-mortem and also the first time since I actually wrote one) which you can view on my blog.
Also, for those who haven’t played it yet, click here to have a go. I’m also still looking for more games to play/rate so click here to submit your game and I’ll get round to playing/rating them as soon as possible.
Phew! My first ever game jam is over, and also my first ever game has been published! I have to be honest – it feels good!
CharnHell is a top-down, local co-op brawler-cum-king of the hill style game, where you are forced to fight another poor soul for the amusement of the devil. You must chase the light in order to win, whilst beating off hordes of enemies – with no less than the body parts of your fallen enemies!
We managed to get the game to a good point by 2am, and spent about 30 minutes packaging it up, uploaded, then hit the hay. Considering I’ve spent the last 2 years developing my other game project, putting a game together in 72 hours sounds completely insane, but we did it! There are definitely some bugs in there (players / enemies sometimes spawn inside walls, sometimes throwing doesn’t work, there are some slight balance issues, and we didn’t have time to test the Mac or Linux builds), but overall we’re really happy with how things turned out.
A massive thanks goes out to my friend Lew, whom I worked very closely with the make this game happen; our good friend Ozy, who has provided the music for the game (though he doesn’t know it yet!) as we didn’t have time to create our own; our stream followers for their ongoing support (you know who you are!); and my lovely wife, who supplied us with a steady supply of tea and bacon butties!
We’ll have a time-lapse of the game development up soon too – until then, please check out our game and vote! I’ll be making sure I spend some time this week playing and rating other people’s games too.
You are a great Mountain with something everyone wants! Defend yourself by hurling rocks at attackers. Upgrade your stats to become more powerful.
This is my first time Ludum Dare-ing. I have been putting off doing it because I never have un-interrupted time on weekends but this weekend I decided to go for it anyway. This game was made in the hours after my kids went to bed and any other little bits of time I could get together over the weekend, maybe 16 hours or so in total. I hit on the mechanic and theme I wanted to do pretty quickly on Friday night: my interpretation of an unconventional weapon was a suicide bombers bomb. Because I knew I wouldn’t have time to do sophisticated AI I decided to make the enemies robots which would make their slightly stupid behavior thematically appropriate. The AI could be improved a bit but for now it mostly works. The theme also supported my primitive art style which is made using basic primitives within the Unity editor. The main mechanic is avoiding coming into contact with the red awareness zones of the enemies while trying to get to the end of the level and blow up the enemy server. I leaned heavily on stuff Unity does easily out of the box for this, in this case Navigation. The flying and hovering enemy types each have nav mesh agent components attached and a script randomly assigns waypoints from an array. This causes them to path through the level randomly and adds some un-predictability. I also added some searchlight gun tower type enemies inside the ‘city block’ formations since running through them, where the hovering enemies couldn’t go, seemed to be a dominant strategy.
I created the audio using Logic which is mainly sounds made with Logic’s built in Sculpture synthesizer. I stuck to ominous drone sounds mostly. I wrote a minute long text which adds some additional context and had my girlfriend read it on mic, which I then processed and cut up a bit. I think it adds a lot to the vibe of the game and provides some useful expository narrative framework.
All in all I had a ton of fun doing this! I’m going to aim to continue to jam, even when limited for time, and try to block out a full weekend to get together with a team and attempt something more ambitious.
Here’s my entry: SKULL BOMB.
If you liked the game or just want to say hi I’m @mattmirrorfish on Twitter. Thanks for reading!
I got some great notes from people playing and rating my game which allowed me to make a few small tweaks, hopefully for the better before the cutoff. I found players didn’t know where to go so I made the final objective more visible, and had the players drop in from high up so they get an initial birds eye view of the level. I also moved an enemy that was sort of spawn camping the player in a really unfair way
Also, lot’s of people liked the voice over! I must say having a little bit of recorded audio in your game like that to add some story is a pretty cheap and easy way to add some production value. That is definitely the thing I spent the least time on (maybe 2 hours out of 16 to script, record, mix, edit and implement) but has gotten the most positive feedback. Definitely food for thought! Thanks very much to all the people giving comments on my game (and on everyone elses!) It feels great to be a part of a community of game creators like this.
Here’s my compo entry for Ludum Dare 32 (Beacons)
Also, if you would like me to play your entries then I’ve got a Google Form that you can fill in right here (I’ll try to play and rate them as soon as possible).
So yesterday I finished my game for the LD #32 Compo! Everything was done in a little less then 42 hours (37 hours)! This was my first ludum dare but definitely not my last! I really enjoyed participating and I’ll definitely keep competing! Anyways, enough of the small talk! Let’s get to the game!
What’s it about?
Join our hero in protecting the faith of the Earth from evil (derpy looking) space squids! Use one of the four randomly dropped potato weapons to protect the Earth and yourself. How long will you last against hordes and hordes of space squid? Let’s find out!
A, D – movment
Space – jump
F – use special ability
Esc – exit to tittle screen
Mouse click – navigate the menu
Mechanics in detail:
Well, first off, I think we should start from the 4 different potato types in the game.
Each potato effect lasts for 10 seconds!
A new potato is spawned immediately after ones effect runs out!
Cool Down: 0.5 seconds (You can fire 20 of them per 1 pick up);
Best use: Fending off single enemies before they come close to the core. Best used during start of the game. Falls off during late game.
Mechanic: Each bullet insta-kills the first enemy it touches. Be careful though because it’s range is fairly short.
Cool Down: 2.5 seconds (You can spawn up to 4 heals).
Best use: The healing potato is used to heal the core (in game “The Faith of Humanity”) or the player.
Mechanic: Use the healing potato when needed. It spawns the heals at a fair distance from the player and nothing is stopping you from storing them somewhere further away from the core so they can be used when needed, though you could only heal yourself if stored away( It is recommend to save them on the 2nd or 3rd floor because otherwise they will get pushed back to the core by the enemy). If the heal touches the core, it will heal the core for 150 HP. Otherwise, the player can also use it to heal himself for the same amount of HP.
Chillato (Chilli Potato)
Cool Down: 10 seconds (You can only fire it once).
Best use: The Chillato is best used when there is a lot of enemies around, so make sure to make it count since you can only do it once!
Mechanic: The Chillato is a little bit more challenging to use, because you can only use it once. Once you use it, an effect as if you were using fire appears and burns all of the enemies you are facing with quite a bit of range (so it is best to sneak up behind huge hordes of enemies while they are attacking the core and destroy the enemies on both sides of the core). The Chillato only destroys the enemies on the side you are facing, so be careful where you aim it! The heat from the fire will stay for a few more seconds and kill any enemies that enter the radius of it’s fire for a few seconds after it’s activation.
AOE Potato (Area of effect)
Cool Down: 4.5 seconds (You can fire it twice).
Best use: The AOE Potato is best used when there are enemies on both sides of the player. It’s range is not so large, so try to use it carefully!
Mechanic: The AOE Potato creates a radius around the player killing everything in the radius after a 2 second delay. The radius isn’t really big, so you have to make sure to get as much as enemies as possible with it, because it is not a fast attack.
A pic explaining the mechanics behind it:
Enemy, core and player interaction:
There could be quite a bit of confusion on how the enemies interact with the player and the core, so it’s time I clear that our for everyone!
This pic should explain pretty well on how the enemy damage system works!
A pic explaining the mechanics behind it:
This means that if in time of need and if you have health to spare, you can push out the enemies away from the core to buy some time to potentially get a heal or an AOE attack.
Easy, isn’t it?:
And that’s it! That is pretty much all you need to know to become a real space potato pro! The objective of the game is to protect the Earth or survive as long as possible!
You can find the game on the ludum dare page here: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=50640
Or the direct links here:
(if you get a weird virus warning, ignore it, I got it as well O_O)
Have fun gaming!:
Well, that’s it for me. You know everything there is to know to master this game and understand how it works! Creating it was a blast, and I don’t plan on stopping! Any and all feedback is very highly appreciated because I plan to continue the game after ludum dare is finished.
As I expected, I didn’t make the compo deadline once again, but prospects are good for getting everything comfortable wrapped up for the jam. Thankfully I thought ahead and booked a vacation day tomorrow.
Highlights of today:
- Got all my weapons and NPC behaviour implemented – at least enough to call it “done” for Ludum Dare purposes
- Implemented my level loader, closely modeled after what I wrote for LD30 – after this jam is done, I’m going to pull that out into a unity package so I can reuse it later. It’s dead simple, but it works.
- Got the control flow for a single level in place.
Low points of today:
- I managed to bork my project, and after spending a bit too long fighting it I had to delete it and pull it back down from GitHub. I should have saved my time and sanity by doing that right away.
- There was a really dumb bug in my level loader that came from misunderstanding when OnLevelWasLoaded got called. I’m very happy to have it squashed because it will make tomorrow a lot easier, but once again, drained the sanity reserves a little bit.
- A few dumb fights with Unity – things like deleting a folder instead of a single folder, and not reading the dialogue before clicking “OK”. Nothing that set me back too badly, but it was a time sink.
Coming up tomorrow:
- Design the rest of my levels.
- Handling player death and game over conditions
- Tying it all together with a title screen, an instructions screen, and a win screen.
- Compose the music.
Anyways, right now things look a little like this:
Bedtime now. Congratulations to everyone who got a game in for the compo, and godspeed to everyone else still working towards the jam deadline.
So, a new Ludum Dare weekend ends!
It’s 5:20 am over here, but I wanted to show you my game: A God’s Weapon
You play as a God fighting to control a few (10) systems, using the planets and people as weapon to conquer other planets. There’s some strategy involved in the game but playing with physics is always fun, anyway 😀
Title says all. Let’s hit it with a timelapse!
Didn’t get everything I wanted to put into the game done, but I’m quite happy with it, and I hope everyone else will be too.
Well, here’s what I’ve got so far:
- Decent golf physics and controls
- Mediocre lighting (after messing with unity for hours)
- Shitty terrain
- Shitty golf cart (after wrestling with blender UI for hours)
I think I really underestimated how long it would take to create models and environments. Working in 3D is really so much more complicated than 2D. Right now I’m not really loving the visual style, but it would take too much time to write shaders, make textures, make models, etc. It also might be pretty challenging to do some of the stealth mechanics that I had planned.
I’m seriously considering starting over in 2D. Keeping the golf heist idea, but rebuilding it top-down, probably with pixel art graphics. I’m gonna work on some music for an hour or so while I think about it.
Well, I’m getting somewhere. Stayed up way too late last night puttering around and banging my head against problems with obvious solutions, so I was feeling a bit down about my prospects today when I woke up later and less energized than I planned. Good news is, all things considered, I’ve gotten a lot more done at this point than I expected.
The basic mechanics are coming together – no win/lose condition yet, but the graphical style is coming together, and the core gameplay feels pretty sound.