Ludum Dare 35
The Theme is:
Shapeshift

Judging ends in
Click here to start

PlayRate80Star

Thanks everyone for coming out! For the next 3 weeks, we’ll be Playing and Rating the games you created.
You NEED ratings to get a score at the end. Play and Rate games to help others find your game.
We’ll be announcing Ludum Dare 36’s August date alongside the results.

Posts Tagged ‘unity3d’

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.

Super Shapeshift Bros – Postmortem

Posted by (twitter: @comanche_ak)
Friday, April 22nd, 2016 5:24 pm

I’m thinking about adding the game to the Steam Greenlight program. So that’s the features that will be in final version:
1) Changing the engine (It will be Godot Engine);
2) AI for single player campaign;
3) Network Multiplayer;
4) More customizeable stuff (Faces, hats, textures, etc);
5) Add other figures;
6) Level editor for community;
7) 4-8 player mode;
8) Dynamic camera;
9) Larger arenas;
10) Add jump button;
11) More arenas;
12) You will contol your figure while flying.

Ok, 72 hours were hard for me but I’ve finished my game. It’s not exactly what I wanted to do, the first idea was to make a platformer with controls like in Super Shapeshift Bros. The plot was about 3 different types of tribes: right -angled triangles, squares, and pentagon people; The new type of shapeshifting virus attacked these tribes and they have started to lose their shapes and angles. The main concept was like The Legend of Zelda: Majora’s Mask – the player can transform from one type to another (from triangle to square, for example), so the main character (The Triangle) like Link – the chosen one, who can fix the problem by finding the Mighty Circle.


Prototype

When I’ve started makimg a prototype I added the second triangle and tried to play with it. Few weeks ago my wife gave me a present for my birthday: it was Nintendo WiiU with two games – Super Smash Bros and Splatoon. I’ve played Splatoon a lot, but SSB was only for parties. So I thought that it would be cool to make this type of video game. Competitive game for parties.

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Running on TV

I thought about differences between a triangle and a square. The mass was the first. Triangle can simply rotate at high speed and it can be rotated by player. Square can be rotated only by a physical impulse. That was great to use this feature because you can use shapeshifting to stop at any horizontal point you need. Square can also push the triangle, and after that, the other player can lose the match.

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Two players one one gamepad

The big problem was Unity Engine and its Input System. All three modes for two players should not be a part of one mode but Unity Input System is awful so when I’ve added new mode, the old one didn’t work. I’ve decided to make all-in-one. I’ve also cut 4 player mode because of time.


Standard GIF

The art style was chosen to be cute and funny, the primitives do the job very well. Faces and most of art were made by hope42morrow for the first concept but his work fits well for now. Music was written by me on Nintendo 3ds system. Levels are not really good for now. But people liked TRIANGLE OF DEATH arena which is not quite triangle.

Скриншот 2016-04-23 01.14.48

Thank you for playing the game! It’s great that one of my dreams come true!

Here is the video showing how to play the game. It’s in Russian, but you can understand the basics without words.

You can play and rate the game here.

Check out Mushroom Muncher!

Wednesday, April 20th, 2016 2:28 am

Now that the jam is over, it’s time to play games! Check out the the game we made where you eat mushroom men, grow in size and watch out for shape-shifting ones:

Mushroom Muncher - Cover

PLAY NOW!

 

 

SHAPE.SHIFT() – LD35 Jam Entry

Posted by (twitter: @xanjos)
Tuesday, April 19th, 2016 1:16 pm

Here’s my jam entry for Ludum Dare 35 which I can best describe as an endless runner set in cyberspace (and is apparently gaining some notoriety for being well, really hard).

ld35gameplay

Click the pic to play!!

As usual, I also have a Google Form that you can fill in if you would like me to play/rate your entries (I’ll try and do each one as soon as possible).

Cherokid

Posted by (twitter: @EdoMiyamoto)
Tuesday, April 19th, 2016 12:50 pm

Cherokid teaser

Hey folks ! I played a lot of your game and they’re awesome ! Wanna unravel the mysteries in a strange world ? Well let’s play Cherokid !

Cherokid is counting on you !

SMARTONINJA

Posted by
Tuesday, April 19th, 2016 12:12 pm


Once upon a time, a great Copy Kung Fu master realized that his super important artifact was stolen by the Evil Ninjas!
And now he has to find it in the Evil Ninja Underwater Station… IN SPACE!

You are the Smartoninja – In order to return your ancient artifact, you invade to the base of Evil Ninjas and fight them turning yourself into any type of the enemy you meet: Fatoninja, Strongoninja or Speedoninja. Use your advantage!

Play it here

jajaTransformer0 jajaTransformer1 jajaTransformer3 jajaTransformer2

jajaTransformer5jajaTransformer4

Finally, we made it! A bullet hell that player can fight with 3 forms. However, since bullets can bounce when they hit walls, so you need to be careful not to be surrounded by your own bullets!

Switch different forms to fight against different types of enemies. Always use your Supreme Shield with Ultimate Mouth Cannon Form(TM) to clear battlefield and save your a**!

Please check our game at:

http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=55414

and give us your feedback!

SPEED BLOX VR!

Posted by
Tuesday, April 19th, 2016 6:13 am

Greetings Daredevils!

V R are Weird Cake, and V daRe U 2

Survive a trip through space-time…

Earth life is so Three thousand and sixteen!

Come aboard… our Reality.

– thebrainfuse

speedblox_action

“Breaking Fat” – Rating time!

Posted by (twitter: @SantiHisteria)
Tuesday, April 19th, 2016 4:15 am

It was my first game jam… (have mercy!!) I’m so happy for the result. I hope you enjoy it!! :)

Linkhttp://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=59433

We Can’t Decide

Posted by (twitter: @@Windburn1)
Monday, April 18th, 2016 8:08 pm

A game about the struggle of focusing on making only 1 game. An in depth RPG, a tactical shooter with realistic vehicle physics, challenging puzzles, and heart- pounding stealth action.

Capture

Entry uploaded! Yay!

Posted by (twitter: @APantaloni)
Monday, April 18th, 2016 6:16 pm

This is my first Ludum Dare and it’s been a lot of fun!
The result is Shapegrammer, a quick reaction game inspired by the classic tangram puzzle:

It comes with an (okay, very basic) online leaderboard. Play and compete for the top spot here!

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