Ludum Dare 32
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An Unconventional Weapon

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Posts Tagged ‘update’

‘BABY BORN’ – A POSTMORTEM FOR YOU CAN SHAVE THE BABY

Posted by (twitter: @chikun_dev)
Sunday, April 26th, 2015 11:23 pm

‘BABY BORN’ – A POSTMORTEM FOR YOU CAN SHAVE THE BABY
A CHIKUN GAME BY JOSEF AND RYAN

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‘You Can Shave The Baby’ is a minigame experience that harks to the time-honoured Warioware minigames with a special dash of bizarre tasks that require the user to suspend their disbelief – and their sanity. The inspiration of the game draws from a series of weird and wonderful in-jokes Josef and I developed, incorporating elements from previous games we have made (all of which are available on our chikun.net website).
If you haven’t played it yet – check it out! Find it here, or on our site at chikun.net.

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01
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THE DESIGN PROCESS FOR ‘YOU CAN SHAVE THE BABY’

‘I want to make a weird game’. So we made one. Originally going down the avenue of wanting a hybrid horror-adventure in the vein of Yume Nikki, the project immediately turned into something else at the start of the jam.
The basic coding for the minigame format was fairly simple and self-contained once it was complete. In the vein of making minigames via Warioware: DIY the logic behind the games was easy: it needed,

(1) a timer, countdown and increasing speed,
(2) a win and lose state,
(3) different modes of user input that triggered success in minigames, and
(4) a life and score system to add progress.

After that, development was smooth sailing and the major focus of the programming was to tailor elements (2) and (3) to the unique specifications of each minigame.

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02
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As Josef was doing this it was up to me to ascertain the creative direction we wanted to take to give the minigames their personality, whilst retaining the challenge of the game. We made up a list of potential minigames, incorporating a basic description, and the win/loss states of each minigame.

Despite the bizarre nature of the game, many of the concepts revolved around non-sequitur comments, running jokes or references to previous games:

  • Aphrodite in the ‘disguise’ minigame was a character in Turtle Simulator.
  • ‘Don’t Spook The Bird’ is based on a photo of a sulphur-crested cockatoo I took at a nature reserve and features in reddit.com/r/lovebird.
  • I wrote a short story called ‘Pizza Pants’ at six in the morning at the Global Game Jam in Sydney. It stands as the only written example of pizza fetishism in literature.

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04
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CHALLENGES AND LIMITATIONS –
HOW DO WE IMPROVE THE BABY?

All in all the game came together relatively efficiently, unlike the tension of previous Dares. My only concern during development was that we would not create enough minigames to sustain the interest of players – using the base 30 minigames in a level of WarioWare, I think there was always room to expand.
We came up with few actual challenges during development, but one large roadblock manifested in the last few hours of the Jam – a major storm hit the coast of NSW, Australia, and caused power outages that ended up lasting for a week from that very night. Fortunately, when the power went out on the morning of the last day, most of the work was complete – it was only a matter of uploading the game via phone and praying for electricity.

 

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03
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So what did we learn from making the game? How could we improve the baby game?
(1) Develop more varied and innovative game mechanics
Due to time constraints, many of the minigames revolved around either using the arrow keys on the keyboard to steer the direction of an object, or hovering or clicking the cursor to highlight a change in a graphic. Making tattoos, shaving babies, and putting on makeup all rely on the same fundamental mechanic. With more time to develop ideas we could have certainly provided the player with a more engaging and challenging experience.

(2) Actually related to the theme
A common criticism of our game was that it had nothing to do with the theme. This is completely correct – Josef asked me, “Ryan, how does this relate to the theme?” I replied to the effect of who cares. At the end I think I implemented some tenuous intro theme about coming across a hacking weapon in the form of a floppy disk, but the plot was certainly a last minute ass-pull. We made the game for the abstract minigames, and that’s about it.

(3) More animation and graphics for seamless game experience
Though the simplicity of the minigames in WarioWare are simple, there’s a lot going on in the animation department. With more time we could have implemented fades and transitions between the opening cinematics, provided more animations to gague success and failure, and actually provided an ending to give an end goal and thus closure to players after the novelty of the minigames wears off.

 

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05

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Regardless, it’s clear from the feedback we got that people feel ‘You Can Shave The Baby’ was unique in style and memorable. That’s all we could ever ask for.

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New OS ports for MEGATON

Posted by
Saturday, April 25th, 2015 8:57 am

MEGATON has now been updated with Linux 64-bit and Mac OS X ports.

-To run the Linux port, you need to install libsfml with your packet manager.

-To run the Mac OS port, right click (or hold down CTRL and left click) on the app and choose Open and confirm that you want to run a third-party application.

 

Get to tha game: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=9784

 

Enjoy!

 

shot5 shot6

 

Kettle-Cat now spews out steam at the top.

Posted by (twitter: @rtanshxn)
Wednesday, April 22nd, 2015 10:30 pm

Added steam spewing off at the top. Cosmetics only changes. Check out my game, Hot Kitty!

Kettle-Cat now spews out steam at the top.

Kettle-Cat now spews out steam at the top.

The Ties That Bind Submitted

Monday, April 20th, 2015 8:11 pm

Join two friends on a quest to rid themselves of the dreaded Chinese Finger Trap that has bound them together for eternity. Little did they know that their curiosity would trap them for the rest of their natural days. Can you help them escape the angry shopkeepers and find a way to remove the finger trap? Please.

Screen Shot 2015-04-20 at 7.27.51 PM Screen Shot 2015-04-20 at 7.27.58 PM Screen Shot 2015-04-20 at 7.28.06 PM Screen Shot 2015-04-20 at 7.28.57 PM

You can view the entry here or just jump straight to the game.

Thanks for playing and we look forward to seeing what the community thinks of The Ties That Bind.

Benjamin, Derek, Scott, Noah, Chris, and Coy (a.k.a, Mantis Digital Arts)

Day/Night music is fun

Posted by (twitter: @qrchack)
Monday, April 20th, 2015 5:35 pm

A lot of response from people asking for music, made music for everyone! It was a lot of fun this Ludum Dare and I have practiced some composing along the way. Just finished making music for kill0u, he makes a game where during the day you play as your old mother who tries to visit all the places on the checklist (think market, church etc.), while avoiding annoying youngsters. It’s (almost?) impossible the first day (too many youngsters).

However, during the night you play as her son and you make a game for Ludum Dare and distribute it to these youngsters, so they will keep playing the game at home for the next day.

Fun gameplay design, it was just a breeze to make music for it! Decided to make it so the tempo stays the same and both themes are in the same key (for perfect transition between day and night). Eventually, it became that the night theme is sort of a adaptation of the day one. Anyway, have a listen!

18 hours remain

Posted by (twitter: @rjhelms)
Monday, April 20th, 2015 1:47 am

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:

progress6

Bedtime now. Congratulations to everyone who got a game in for the compo, and godspeed to everyone else still working towards the jam deadline.

Almost There~

Posted by (twitter: @CScribes)
Sunday, April 19th, 2015 10:01 pm

KNIGHT is getting closer to completion “)

 

Monster CREDITOS

The Tie That Bands – Sunday Update #2

Sunday, April 19th, 2015 9:16 pm

We now have enemy #1 in – the enraged shopkeepers. We also have all player animations done and in the game, music, and sound effects. Next up are dragon cannons, more obstacles, the title screen (already done, but not integrated), and the menu system (also done, but not integrated).

The opening sequence for the game will look a bit like this:

comic1comic2comic3comic4

The controls / tutorial screen will look something like this, but with the animations playing where the red panels are instead of just red panels.

pasted_image_at_2015_04_19_03_06_pm

 

Thanks to everyone who is following along!

The Ties That Bind – Sunday Morning Update

Sunday, April 19th, 2015 10:30 am

Just a video showing some gameplay for now. We’re working on getting the final animations in, some enemies, a tutorial screen, and the title screen.

It appears to be coming together nicely!

The Ties that Bind – Day 2 Progress

Saturday, April 18th, 2015 11:41 pm

thetiesthatbind

 

We’re now starting to get some of the actual imagery into the game to go with the controls that have already been implemented. The big, blue rectangles represent enemies for the moment. The player can take three hits before dying and the enemies can take two hits.

tiesthatbind_enemy

tiesthatbind_die

 

We’ve also implemented destructible objects but the animations aren’t in yet so nothing interesting to show there just yet. Speaking of animations…if you click on the GIF below to view it, then you can see of the animations that we’ve put together already. This includes an idle, a walk, and an attack for one of the characters.

tiesthatbind_animations

 

The controls that we’ve implemented thus far are:

  • D or Right Arrow – walk right
  • A or Left Arrow – walk left
  • W, Up Arrow, or Spacebar – jump
  • Down Arrow – swap lead characters; each one has their own unique abilities
  • Left Mouse Button – attack

That’s about it for now. Currently left to do:

  • Finish animations for player characters
  • Get remaining environment obstacles / destructible objects made
  • Create enemies with animations
  • Title screen, in-game menu, and HUD
  • Music and Sound Effects

 

the 12th hour

Posted by (twitter: @@blindskystudios)
Saturday, April 18th, 2015 6:37 pm

So we’re 12 hours in, pretty much flat out! Slightly melty brains but having a blast so far!

While our programer is locking down mechanics I’d thought I’d share our main character and its enemy :)

Progress, 21 hours in

Posted by (twitter: @rjhelms)
Saturday, April 18th, 2015 5:37 pm

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.

progress4

 

 

Cactus Chyps and the Spiky Speary

Posted by
Saturday, April 18th, 2015 4:18 pm

MEDIA DUMP, because i got bored of programming and decided I was at a comfortable enough position to start doing art work :D

 

CACTUS DECOR :P

snap0000

The Reprehensible and vengeful Dr.Picklespear

snap0001

…and his pickle spear….

snap0002

Levels are restricted based on how many blocks you have left to solve the puzzle, so a chest full of blocks can help your construction a great deal :D

snap0003

 

 

A western themed game needs a tumbleweed. So here’s a tumbleweed

snap0004

 

OMAHGAHD, IT’S THE SPIKY SPEARY!!! The somehow infinitely replicating weapon of our heroine

snap0005

 

DEFINITELY not last, our heroine! It’s CACTUS CHYPS!

snap0006

 

Seriously, she looks awesome, don’t deny it.

 

gameplay

 

You want to play this.  Just admit it ;)

SitRep #2

Posted by
Saturday, April 18th, 2015 3:42 pm
Click for huge gif!

Click for huge gif!

The Adventures of BizMan now has graphics! And I’m glad to say the only thing missing is the music and sound effects! I’ll get to those tomorrow. And I’m most definitely going to write a postmortem.

Good night, and good luck.

Halfway update – Dead Branch Quest

Posted by (twitter: @fullmontis)
Saturday, April 18th, 2015 3:06 pm

Dead branch quest

Basic gameplay is almost done, now to add graphics, more level and music! And we have a logo, yay!

Killing mutants with carrots + kissing + boss fight! LD31 postmortem

Posted by (twitter: @TriteGames)
Saturday, April 18th, 2015 9:02 am

Hey guys,

although we are not able to participate in Ludum Dare this time we still would like to show you our last game, which is quite fitting for this theme…you are a bunny defending a giant carrot and killing mutants with, well, CARROTS! :D We have been working on our last LD31 Jam entry “Of Carrots And Blood” and we just released it on itch.io for free for Windows and Mac. We have added powerups, different enemy types, a global highscore for the single player and we have also added a local 2 player Co-op mode (which is the most fun) with a big boss fight surprise in the end! So please check it out :)

 

Download OF CARROTS AND BLOOD on itch.io here!

 

 

OCAB screenshot #01

OCAB Kissing bunnies

 

And for those of you who already know the Jam version, it would be really cool, if you could compare the two versions and tell us here in the comments, if we applied your feedback for the better or worse ;) More feedback much appreciated!

 

Download OF CARROTS AND BLOOD on itch.io here!

 

Thanks, have fun playing and happy jamming :)

Chris and Sebastian

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