Ludum Dare 35
The Theme is:
Shapeshift

Posts Tagged ‘unity3d’

Hi,experienced 3d artist here,want to make game together?

Posted by
Friday, May 20th, 2016 9:42 am

hi LDers

I am a game artist who worked in mostlly 3d games.I am new here and really wantto be in a good production team.Lets make games together.For next project,caunt me in.

my pretty old portfolio: http://kipiripi.cgsociety.org

 

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!!

Last day to rate!

Posted by (twitter: @SantiHisteria)
Monday, May 9th, 2016 11:04 am

Today is the last day!!

…but you can still rate “Breaking Fat“: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=59433

:) GOOD LUCK WITH THE CLASSIFICATIONS GUYS! :)

Over 100 Votes For SHAPE.SHIFT()!!

Posted by (twitter: @xanjos)
Monday, May 9th, 2016 7:44 am

ld35102votes

Finally managed to achieve just over 100 votes for my entry SHAPE.SHIFT(). Once again, huge thanks to everyone who took the time to play and rate over the past three weeks 😀 .

Anyway, it’s the last day of judging but there’s still time to play/rate my game so if you haven’t tried it yet (Were you living under a rock or something?), you can do so by clicking here (Let’s see if we can get 110 or even 150 votes by the end of the day ;D).

Final 2 Days To Play SHAPE.SHIFT()!!

Posted by (twitter: @xanjos)
Sunday, May 8th, 2016 3:35 pm
Click the gif to play!!

Click the gif to play!!

Posting this now rather than tomorrow since most people will have work/school/whatever on Monday but there’s only two days of judging left and if you still haven’t played my entry SHAPE.SHIFT() yet, you can do so by clicking here (I’m literally one vote left away from reaching the 100 mark!!).

ld35votes99

Anyway, I’d like to thank all the victims people who went out and actually tried the game and once again, apologies for making such a ridiculously hard game ;D

neon:morph 2000 timelapse

Posted by
Saturday, May 7th, 2016 7:42 am

Here’s a timelapse of our team putting together neon:morph 2000!

You can play the game here!

neon:morph 2000

BF_Title

TRY TO FIND THE EVIL DOCTOR..

… ARE YOU READY? PLAY!

Thank you guys for all your rating and feedback!

Nyamo’s Adventure In-Depth Post-Mortem

Posted by (twitter: @ddrkirbyisq)
Thursday, May 5th, 2016 1:31 am

There’s still time!  Play and rate Nyamo’s Adventure now!

screenshot1

Nyamo’s Adventure is our Jam entry for LD35 — made by yours truly in association with my trusty artist Kat.  It’s a 2D “Metroidvania”-style platformer game with shapeshifting abilities, multiple worlds to explore, and collectibles scattered about!  We’re releasing it as part of our “Cocoa Moss” collection of games.

Overall, Nyamo’s Adventure was a blast to make!  This is perhaps our most solid LD showing to date as a team, and it’s really awesome thinking about how far we’ve come since we made Match Girl way back in LD28.  Match Girl was a solid game itself, and was very well-received (2nd place overall!), but just the sheer amount of content and different things that we were able to create this time around for Nyamo’s Adventure is really impressive in comparison.

I had 4 “goals” (ish) this time around for LD, and they were:

  1. Successfully use Unity
  2. Have fun
  3. Finish on time
  4. Make some awesome music :)

I’m happy to report that we managed to hit all four of those pretty well!  #2 was a little rough at times (more on that later) but overall things were great!

screenshot3

As always, let’s go over what went well and what didn’t go so well.

What went well:

Unity

Wow!  Color me impressed — Unity really overperformed as a dev environment and editor tool.  Now, I’ve used Unity in the past, so I’m well-familiar with both what it’s capable of as well as the little tricks of the trade that you pick up along the way as you work with the quirks of the engine, but I think I still underestimated just how much it allowed me to do when compared with my standard suite of tools (HaxePunk).  As much as I’d like to be a hipster and jump on the bandwagon, I can’t really argue with what it allowed me to achieve this LD.  Having the visual editor around for both editing and debugging was truly invaluable and saved precious precious iteration cycle time when I was trying to design levels, get mechanics working, etc.  Here’s the entirety of world 3 in Unity’s scene view, for instance:

Screenshot 2016-05-04 21.37.02

Being able to put the levels, UI, etc. together like this made things so much easier!

 

Level design and Tiled2Unity

Nyamo’s Adventure is a huuuge game compared to some of my other ones.  5 different worlds, each with a bunch of different screens, and the different rooms all fit together in a cohesive way.  I spent a LOT of time on level design — easily more than I actually spent on coding, which was quite surprising at first.  Although I’ve had some experience with platformer level design from the work I did for Match Girl, I had never quite exercised my designer mind like this before.  I made sure to read up on some Metroidvania design articles as I was first starting out (which proved helpful), and made sure to really plan out the first few screens of the game in a specific way to introduce the different concepts (moving, jumping, collectibles, the final temple door).  I’m actually really happy with how the level design ended up panning out, and how I was able to properly execute the Metroidvania feel.  Of course, it’s very simplistic and if you really look at it the different worlds are very similar in terms of how they lead you down a linear path to an ability and then use that ability to shortcut back to the beginning.  But I think it still works just fine, and designing the rooms themselves was also great thanks to Tiled being a wonderful tool:

Screenshot 2016-05-04 21.38.05

One of the first things I did after we decided on our game concept was to figure out how to integrate Tiled with Unity (something I hadn’t done before).  Luckily, Tiled2Unity exists, and was very straightforward to set up.  Besides a few snafus with our tilesets changing mid-design (was annoying to resolve but was certainly doable), it was pretty straightfoward and just worked pretty much the way I needed it to.  Awesome!

 

Animations, tilesets, and world design

Can we take a moment to appreciate how beautiful the art is in this game?

Screenshot 2016-04-18 19.06.17

Would you believe me if I told you that this is the first time Kat has worked on tilesets? (besides the single set from Match Girl, which doesn’t even count)  She really did an amazing job with everything, and it was awesome getting to pull the tiles that she drew into Tiled and using them to build out the different worlds, each with their own palette and feel.

 

Music

The soundtrack took around ~5 hours in total to write.  It was a blast!  Nothing really new here — just standard jamming out like usual.  Everything was pretty straightforward, with the notable exception of the Temple theme which was basically my attempt to make something ambient and atmospheric in as little time as possible (11 minutes).  It’s kind of uninspired, BUT at the same time, I think it’s nice that it sounds totally different than the rest of the soundtrack because it helps to communicate the fact that it’s a special area.

It’s worth noting that I didn’t put much focus this time on reusing a shared motif throughout the entire soundtrack — there’s hints of it, but nothing you would really notice unless you’re really looking out for it.

Something I realized as I was making this soundtrack was that giving yourself a jumping off point in terms of atmosphere, tempo, or feel really helps in getting things started.  I think I started each composition with a very small idea of how I wanted to differentiate it from the others and that helped me get things started.  For example, for Autumn Colors I knew that the first world was going to be the “hub” of the adventure and was also going to be an outdoor world, so I wanted something that felt more “open” as well as relaxed.  Musically, that translated to a slower tempo, with a laid-back drum beat, and using chords similar to major 7ths.  For Take to the Skies, the spring world, I knew it was going to be the first “stage” that you explored after the hub, so I wanted it to contrast with the outdoor hub music, and also wanted it to be more upbeat and driving as you’re now getting into the “meat” of the game.  Musically, this meant a faster tempo, with more complex breakbeat-type drums.  I also knew that the world was going to have an “underwater” palette, so I used some specific instruments to evoke that feeling.  (Compare it to Song of the Sea from Melody Muncher to see what I mean)  Anyways, the point is that having that starting point allowed me to lay out the tempo and maybe even a drum loop right away, which really worked to get things started (often the hardest part about writing a song).

Soundtrack can be downloaded at https://ddrkirbyisq.bandcamp.com/album/nyamos-adventure-original-soundtrack.

 

 

Spikes, knives, and other level elements

I almost feel like this one was luck because of how well it ended up coming together…

So, when I was first thinking of the design of the different worlds, I knew I wanted them to look different, and each feature a slightly different focus on the different abilities that you unlock as you go through the game.  For example, the puddle world (the dark one with spiders) was specifically constructed to be more closed-off and cave-like because there would be many places to make use of the puddle ability and it made sense to have tighter corridors.

However, there were no plans initially to have a different “gimmick” in each level.  That one just sort of happened through development, and I’m glad it did!  The disappearing megaman-style blocks (the first thing that I came up with), the spiders, and the knives really did well to differentiate each area and made the level design more interesting than just having different tilesets that were functionally equivalent.  I’m especially happy with how the spiders and the knives ended up interacting with the abilities that you find in the respective worlds — in world 3 you’re forced to use the puddle ability to avoid spiders that you can’t get past otherwise, and in world 4 you have to use the balloon ability to get past these long rows of knives shown in the screenshot below:

Screenshot 2016-05-04 22.21.15

Funny story about the spikes at the bottom of the pits you have to jump over — for a long time through development I was planning for them to be water or some kind of liquid, as you can see in A Kitty Dream and The Valley Rule (both wonderful references for this type of game, by the way).  But throughout development we never got around to putting in the graphics for the water (I had already coded an element that triggers death and a respawn when you touch it), and more importantly, I had no idea how we were going to animate it.  In the end we ended up coming up with the idea of using spikes instead and it was a simple, elegant, clearcut solution to the problem that I’m glad we stumbled upon.

 

What didn’t go so well:

2D platformer collision detection

Ugh.  I had done a warmup project with Unity to play around with their new 2D features (much improved since the last time I had used them) and to write myself some starter code (for doing basic things like playing sounds, fading the screen, etc.).  During that I had done some extremely basic testing to make sure that I could test “collision” (as in, detect when two objects touch/collide and do something), but for some reason I didn’t actually bother checking to see whether I could easily implement actual 2D platformer physics.  You know, moving and stopping flush to obstacles, jumping and landing on the ground, etc.  I have my own set of functions that I used to do all of this in HaxePunk (they are very scrappy but WORK very well at what they need to do), but I didn’t have any of that set up in Unity.

So, for the first couple of hours of development I was busy trying to wrestle Unity’s engine to get it to do what I wanted it to do…I already knew coming in that the Character Controller / etc stuff was probably NOT what I wanted, yet I also wanted to be able to hook into the built-in collision detection / etc. and leverage that.  I did NOT want to have to implement all this stuff from scratch, as that would just be ridiculous.  Fortunately I was able to jury-rig together something which worked very nicely, essentially just doing a handful of raycasts on a rectangle as described here.  That was pretty much the only major technical hurdle I ran into over the course of the project, but I wish that I had prepared for it earlier.  On the plus side, I now get to start building out my set of utility scripts, functions, and prefabs for Unity games, just as I did for HaxePunk, so hopefully this won’t be a problem in the future.

 

Stress

Ugh!  I was not in great mental or emotional shape through the weekend and there were some points when I was really not feeling too positive about the project, and in general worried that it just wouldn’t come together.  This wasn’t necessarily due to us being in bad shape, and more just due to me being tired and stressed out due to other RL things (was trying to pack for moving out of my apartment, not enough sleep, etc.)  Sometimes this just happens — unlucky that LD happened to coincide with a weekend when I wasn’t fully up to snuff mentally.  I also had some congestion in the eustachian tube of my left ear which can be really aggravating when it comes to mixing music.  Luckily it all ended up being fine in the en and we made it okay…phew!  Was really glad when we finally hit the submit button (and went out for a nice hearty dinner).

screenshot2

Sound design

Kind of a minor point here, but this project taught me that although my music skills are really on point, my sound design skills are not.  It was actually pretty difficult for me to come up with good sounds for Nyamo’s movement/etc. and I ended up having to redo some of them.  The collectible sound also ended up getting changed in the post-compo version to something that didn’t clash as much with the background music.  Labchirp is nice but sometimes you have sounds that are just tricky to figure out.  It’s something I need to be conscious of and try to research a bit more.

Unused graphical elements

Kat had some other graphics (like additional background and foreground elements) that she drew up that never ended up making it into the final product.  I really didn’t have any time to put them in at the time because I was busy scrambling to finish all of the different rooms, but even afterwards for the post-compo version they ended up not really fitting in and looking a bit out of place.  You can see in the post-compo version that there are more leaf decorations in the puddle world, but that’s the extent of how they worked out.  So, not the end of the world, but we probably could have designed some other way of adding some graphical accents to the levels.  I think we wouldn’t have had this issue so much if we had been working more slowly (i.e. not in a 72-hour game jam) and had time to step back and see what the overall look and feel was going to be like.

screenshot4

That’s about all I have to say about Nyamo’s Adventure!  It was an awesome experience to make, and I hope you all enjoy it as much as we did! :)

Hello fellow jammers! (Elemental Shifters)

The aim of our game was to have two games played at the same time. The player controls the shape at the bottom to pass the obstacles which affect how the game at the top plays. Pass an obstacle and your character attacks the enemy, fail to pass and the enemy attacks you. The top character also shape shifts into the type of shape that was passed.

So here is our entry Elemental Shifters

Enjoy!

Footage Of People Playing My LD35 Game (Plus More Shameless Plugins)

Posted by (twitter: @xanjos)
Tuesday, May 3rd, 2016 3:28 pm

Managed to compile a list of all the video footage I could find of people playing/failing/attempting my LD35 entry SHAPE.SHIFT():

https://www.twitch.tv/thegypsyknight/v/62945927?t=20m51s

https://www.twitch.tv/lukezaz/v/62667309?t=01h13m58s

https://www.twitch.tv/kappa_barsavi/v/62352712?t=52m44s

https://www.twitch.tv/impauljs/v/62396246?t=02h00m40s

https://www.twitch.tv/techvalleygamespace/v/63591564?t=01h15m07s

Anyway, seeing as the last week of voting, if you still haven’t played my entry yet, you can do so by clicking here (Only about 13 votes left until I’ve reached the 100 mark!!)

ld35votes87

Also, you can send me more games to play/rate by clicking here (or leaving a link in the comments) and I’ll get to it as soon as possible.

Did you play “Breaking Fat”??

Posted by (twitter: @SantiHisteria)
Sunday, May 1st, 2016 7:22 am

Post Jam Update… SPEED BLOX VR!

Posted by
Friday, April 29th, 2016 11:49 pm

Hey there Daredevils!

We would like to thank you for your feedback and
taking the time playing our game!

A few changes are up:

  • One of the most common complaints was that sometimes
    the ‘Cool’ Blox obstruct the view of the oncoming ‘Angry’ Blox.
    Now, all Cool Blox become (semi) transparent once you look at them.
  • Music!

Have fun tripping across space-time!

Check out our game here!

Download it here!

speedblox_action

 

84 votes for “Breaking Fat”

Posted by (twitter: @SantiHisteria)
Thursday, April 28th, 2016 5:12 pm

Thank you so much guys… we go for the 100!! :)

BF2

Play “Breaking Fat”

Post-Jam Version Of My LD35 Game Is Up

Posted by (twitter: @xanjos)
Wednesday, April 27th, 2016 4:51 pm

Seeing as a lot of you are having trouble with my LD35 game SHAPE.SHIFT() (because of its supposedly challenging difficulty), I’ve decided to put up a (WebGL build for the time being) slightly easier post-jam version that’s more forgiving in terms of distance between obstacles and the time needed to react to them but should still pose a challenge (Of course for rating purposes/bragging rights, the original “super hard” version is still available on the embed link on the main game page as well as on the itch.io and GameJolt pages).

In other news, my game currently has 59 votes and could probably do with some more:

ld35votes

Anyway, if you have yet to try out my game give it a play/rate by clicking here. You can also check out the post-mortem for the game by clicking here and to see my previous post on how to get a good score in my game (which mostly applies to the original version), click here.

Also, I’m looking for more games to play/rate so click here to submit your entry and I’ll get to it as soon as possible.

Are you ready for “Breaking Fat”?

Posted by (twitter: @SantiHisteria)
Tuesday, April 26th, 2016 3:35 am

Some people say that it is an overly difficult game… Others say it is frustrating… Very few people have been able to finish it… but you… ARE YOU READY TO COMPLETE “BREAKING FAT”??

Stop cry and retry it again!! Do you remember the classic old games? They didn’t let you try and re-try the same level until you win… so demostrate you are a winner!!! 😉

You can play it here… GOOD LUCK!

BF2


Fight against evil doctor to break the curse and get back your original body!! If doctor’s minions touch you, you’ll be one of them and you’ll be much slower in this moment… but not all is lost… you must find the gold key to scape.

A story about evil enemies, curses and metabolism changes…

BF1

Be quickly… be one of them… and escape!

Mushroom Muncher: Environment

Sunday, April 24th, 2016 1:53 pm
Mushrom-Muncher-Cover-2k

Click on the image to play!

Hello everyone, Luka here from Kuality Games. Here’s a small post if you’re wondering how we made the environment for our game, Mushroom Muncher. I will be focusing on the texturing part that I did, by just explaining the basics.

Base/White-box:

First of course, we started off with the basics in Unity. Our designer Rafael set up a basic white-box of what was to be our main level in the game. Since we had time constraints because of the jam, we simplified things and decided that our level was supposed to be an arena where enemies would attack the player infinitely. This also reduced the amount of level design we had to do, as well as art assets. At this stage we had the basic level layout and overview of object scales/sizes.

Mushroom-Muncher_Whitebox

First white-box of Mushroom Muncher arena.

 

Texturing:

Most of the environment work was done through texturing. I decided to try Substance Designer for the first time and first thing we did was prepare base materials for our environment. Plan was to finish up materials at first and then apply them to the environment meshes that we would model, in Unity. This approach can be different of course, from the traditional “Model it, Fix the UV, Texture it in Photoshop/Gimp”. It didn’t seem like this approach saved a lot of time, but it did give us a lot of control and flexibility in terms of randomizing the look of textures in the game. By using substance materials, I was able to easily blend textures together and instantly randomize the look of Stones, Rocks and Dirt as well. So once the base materials were finished, I started to blend them together in Substance Designer and also exposed a lot of values that made it possible to edit materials in Unity, here’s the example of this:

Procedural texture properties (Unity's Inspector window)

Procedural texture properties (Unity’s Inspector window)

Here we can see couple of options where we first start off by choosing the surface (Ground or Cliff for example) and then we can start tweaking individual properties. You can see the example of this at work below:

Randomized Rock material - clean.

Randomized Rock material – clean.

Rock material - with dirt.

Rock material – with dirt.

As you can imagine tools such as Substance Designer in this case can be extremely powerful, for both big and small projects. I would recommend any game developer to try them. Here’s another example:

Stone- clean.

Stone- clean.

Stone - with striation.

Stone – with striation.

At this point base materials were done and they were ready to be used in Unity. Learning and preparation took most of the time, but it was worth it as at that point I could produce random and unique texture for our environment in matter of minutes.

 

Sculpting/Modeling:

This part was rather simple. Our artist Jenny first sculpted the base rocks in Zbrush, after that moved them to Maya where the low poly meshes were made and some Zbrush decimation errors were fixed. As a last part, she UV-mapped the rocks and exported them to Unity. Applying materials and assembling the scene was done in the game engine.

Mushroom-Muncher-Meshes

All of the base meshes we used in the environment including the ground sculpt.

In Unity:

After the meshes were prepared, we had everything ready in order to assemble the arena in Unity. Even though we had the ground sculpt prepared, we had to scrap it and go with the flat surface in order to avoid some of the gameplay problems we were having and particles intersecting with the ground. There could have been much more done about the ground, but in the game itself ground texture tiling wasn’t that visible and it didn’t make much of a difference in the end. We added some extra props quickly in order to make the arena a bit more interesting as we were running out of time.

Shot of the arena from the side.

Shot of the arena from the side.

 

Conclusion:

It was very interesting to work with Substance software for the first time and approach things differently, that is why I would recommend this to any artist/game developer out there. We did face some problems such as these procedural materials increasing the loading time of our game significantly, but that was due to bad optimization of these materials by me in Substance Designer itself. Even though optimization can help, these materials can still be quite heavy so that is something to consider.

In the end what we managed to create in three days still looks nice and doesn’t mess around with the gameplay, so I would consider that a success. If you have any questions feel free to ask on Twitter: @KualityLuka. You can also find us on Facebook.

Cheers.

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