Ludum Dare 33
The Theme is:
You are the Monster

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Judging Ends in
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Posts Tagged ‘update’

Monster of the Matrix: post jam progress

Posted by (twitter: @@jespertingvall)
Saturday, August 29th, 2015 5:13 pm

Still having a cold decided to continued working a bit on my Ludum Dare 33 game Monster of the Matrix. In the game you play as a skeleton trapped inside a dungeon crawler. But something is wrong… You realize that you are trapped inside a world that is shutting down. You must escape…! And something is hunting you….!

New version

  • The original Ludum Dare game had one random generated level of fixed size, with one exit. After the jam I split it up into 7 different sized, still randomly generated, levels. It also added a new gameplay element, doors. They made the game much scarier since they limited your sight. And behind every door an agent could lurk…
  • A stamina mechanic was added. You need to rest and can not run the entire time. The agents more a little bit faster than you, so you can not loose them unless you are running from them.
  • More and scarier sounds where added, among them footsteps to the other skeletons and really spooky music from Connor O.R.T. Linning.
  • I also integrated Gamejolts API into the game, giving the player achievements.

Old version of game

 

Links

Source code and time-lapse

Posted by
Saturday, August 29th, 2015 2:06 pm

Wanted to let everyone know the source code and time-lapse video are available for our game. It’s a jam game but we still wanted to make the source available. I wish more jam games would post source. Sharing is such a big part of this competition.

And now the obligatory plug and animated gif…

Who are you? Why are you here? And what happened?

Turn off the lights, put on your headphones, and enjoy…

Salvie

A psychotic supernatural thriller

salve-20150829b

Play Now!

 

I should make this animations during compo…

Posted by
Monday, August 24th, 2015 4:10 pm

Monster kings 2.0

Here: Wounded attack.
So I’m making new post-compo version of all animations. Just for me and fun.
What do you think?

And please – vote me!
Just imagine gameplay with this graphics…

And i know i haven’t voted much but I will. I will.

Another great Ludum Dare, Submitted!

Posted by (twitter: @PandaDima)
Sunday, August 23rd, 2015 10:04 pm

So my game is called Plothole.
It should’ve been an adventure/mystery game about a detective who investigates some of the recent murders that might be a a job of one serial killer. SPOILER: in the end the detective would uncover that his 2nd (schizophrenic) self is in fact that serial killer.

In reality Plothole is an unfinished game with only core functionality and not much content at all. (Art is really hard and slow for me)

Plothole

Plothole

After thoughts:

Amazing Ludum Dare! Even though I once again haven’t finished a game, I totally loved (almost, that missing boolean not bug costed me 2 hours of work) each second of it! I learned a lot about Unity’s new UI system, discovered new game genre I might like and wanted to do and finish! I had great time overall, nice to get distracted from some unpleasantness that happens around. I hope everybody had amazing time too, here’s to another great Ludum Dare, and for many more!

I always shared my LD brainstorming results after LD, so here goes: http://codebite.xyz/ld33/ideas/ Although I usually did it in Google Drive, I try to move away from Cloud Storage, coz I am paranoid.

Thanks:

  • To Mr. Mike Kasprzak, for Ludum Dare itself and still maintaining it, and even making a new version!
  • To Unity Engine Team, for amazing Game Engine.
  • To… Microsoft, for Visual Studio and C#
  • To All the Open Source developers, for everything! Much love <3
  • To Ludum Dare’ers, for amazing community! 😀
  • To Zhoot, AtomicVikings, yuraSniper, Leo, Skай, Zet and Thok, Jorge and my family, for being there.
  • To Caffeine, for keeping me alive. XOXO

To JAM or not to JAM?

Posted by (twitter: @PandaDima)
Sunday, August 23rd, 2015 9:55 am

So here’s the deal, I will most likely not be able to complete my game for compo. I bit too much once again. Now I always did compos, never jam. I always like the idea to do everything myself, even though I am not good at art and terrible at music, but I like the practice.

Now back the question, should I take 1 more day and try to finish the game and submit it in jam? I am afraid my game will look poor on the background of all the amazing team based games in Jam. Any opinions?

Not that much more progress done, going to be a stressful day tomorrow. But I hope I will be able to deliver somewhat nice product.

Moon Werewolf

Posted by
Saturday, August 22nd, 2015 7:10 pm

Its arcade game inspired by “werewolf/mafia” board game.

Screenshot_2015-08-22-17-17-40

Full moon gives power to werewolves, so question is what would werewolf do on surface of moon? 😉
You are disguised as normal citizen (blue) hiding from guards (yellow), and you need to eat all citizens by transforming into werewolf (red). Guards chase you and try to kill you when you are revealed.

Screenshot_2015-08-22-17-17-44

I want to add more intelligent movement (other than random), and implement additional roles (medic, hidden guards, bomber…).
Its important that you are always the monster 😀

Day one – the monstrosity

Posted by (twitter: @tomrijnbeek)
Saturday, August 22nd, 2015 3:54 pm

Day one is done and I am not unhappy with the result. I had a bit of a problem coming up with a good concept, but I kept coming back to the same idea. I was not convinced by it, but it was impossible to get my mind off it. Because of not being convinced by the idea I had some struggles getting things to work, but once I had a simple AI going and had to actually run away from adventurers trying to collect my spoils, I actually saw things coming together a bit.

Anyway, I actually have sort of a playable game already. This was exactly my goal: get something playable the first day and do all the polishing on day two. The most important tasks for tomorrow will be handling the game state nicely (“Debug.Log(‘You lost’)” is not gonna cut it for the final version), writing a bit of a UI and tutorial and of course making proper graphics.

I had a bit of a scare about an hour ago when the game suddenly stopped running, even on older versions in Git, right at the point where I said to myself “enough for today, let’s make my day one builds”. Of course Unity thought this to be the best time to teach me about script execution order being completely arbitrary. That’s what happens if your code turns into this monstrosity of ugly code.

Either way, with that fixed, I am going to call it a day. There are probably several people that are going to work until deep in the night using some Monster energy (see what I did there!?), but I am taking it relaxed and easy today. I don’t think I have the killer idea that’s going to win, so I might as well take an easy pace.

If the animation above is not enough, the day one builds plus instructions can be found on my personal blog. Good night to you all!

Some progress!

Posted by (twitter: @bytegrove)
Saturday, August 22nd, 2015 3:07 pm

I’ve got the steering, jumping and camera down almost completely now, and have begun working on the graphics!

jump_enemies

Jumping on other monsters to kill them.

character

Main character mesh

I do everything but core mechanics, I think I’m in for a rush tomorrow

Posted by (twitter: @PandaDima)
Saturday, August 22nd, 2015 1:32 pm

Art is hard part 2. Aka it takes to long!

Posted by (twitter: @PandaDima)
Saturday, August 22nd, 2015 10:11 am
Art takes too long!

I’m no artist and art takes too long!

A bit of progress aka Art is hard!

Posted by (twitter: @PandaDima)
Saturday, August 22nd, 2015 8:40 am
A bit of progress

A bit of progress

Some Questions for the Community

Posted by (twitter: @RobProductions)
Monday, June 22nd, 2015 11:25 am

First off, it’s a been a long time since I’ve been active here xD Forgive my absence, I’ve been working on perfecting my skills and some really large projects that may finally release sometime within the next several months! Here’s a quick preview:

Apex Alpha Screen 2 Apex Alpha Screen 1

As you can tell, the past several months for me have been about improving my games in terms of graphics and visuals/effects. I’ve learned that detailed worlds take hours and hours of hard work detailing even the smallest, unseen items. And I’ve learned tricks to work around modeling every item, such as repetition and implication. However, I’m not here to talk about my new game, I’m here to ponder why the gaming community has changed, specifically within the past year.

Improving the graphics in my own game made me think…

Why are people so obsessed with graphics?

E3 2015 just ended, and all I heard about the smaller games was “What??? This is 2015, games should look better!!” I’ve seen hundreds upon hundreds of comments about Fallout 4 and how it looks “bad” or “I’m not getting this because it’s no better than Skyrim.” Now whether you think Fallout 4 looks bad or not, the point here is why care? When Minecraft was released did people bash it for its graphics? No, because the focus was on gameplay and innovative mechanics. There was also a stylistic decision to the 32-bit look.

When I play a game, for example Shadow of Mordor, I don’t play to watch stunning visuals. Sure, it’s awesome to have something that’s nice to look at, and the particle effects make gameplay more satisfying, but in the end… I play to unlock more upgrades. Or I play to advance the story. Or I play to see all the unique bosses generated. Some developers have claimed that graphics pull in the audience, and mechanics keep them there.

 

But why has it become a competition? Why are downgrades and optimizations and particle counts making/breaking the game for some people? Why does it matter what resolution your shadows are or how many polygons your characters have? I’ve always gone by the rule that the graphics in your game should fit your game. But I’m seeing people that hate Watch Dogs because the shadow quality was lowered for the final release. And I just don’t understand why.

Why do Resolutions/Framerates/Specs matter?

Yes, I’d much rather play a game at 60fps. Yes, I’d much rather play a game at 1080p. But why is it causing people to cancel pre-orders? Fallout 4 was just announced to be 30fps on consoles. Can you guess the comments? “Unacceptable for a 2015 game!” “Bethesda sucks! These are current gen consoles!”

People don’t seem to want to accept any framerate lower than 60 for anything, even if it means not playing one of the most anticipated games of the year. And I don’t understand why it matters in the slightest. As someone who grew up with games running in a 400×600 window, I can get immersed in any decently made game, no matter the resolution or framerate. I played Mount and Blade with a constant 23fps in 400×600 stretched fullscreen just a year ago, and it’s still my favorite multiplayer game of all time.

What is it about gamers these days that they won’t accept lower specs? It’s not even that they care about the gameplay or mechanics… they just care about the graphics and the “hours of gameplay”. They want something that looks good and lasts a long time with “new content”. Maybe it’s just because I’m a developer, and this is hate towards developers… Or maybe I’m not as spoiled as some of the gamers out there nowadays. But to me everyone seems to be angry.

Why do Gamers hold Grudges against Companies?

Finally, I’d like to address Ubisoft. Literally everyone hates Ubisoft. Why? I have no clue.

They’re mad at the Watch Dogs downgrade. They’re mad at the quality of Assassin’s Creed Unity. They’re mad at the glitches in Assassin’s Creed Unity. They’re mad at the length of the South Park game. They’re mad at… what exactly?

Sure, none of the items above are good. But they were things expected of a company like this. Companies are not evil, they’re not out to get you, they just want money. And they’re going to take action to make the most money no matter what, so why is everyone upset when they do something like this? Konami confirmed microtransactions in Metal Gear Solid 5. Suddenly people are canceling pre-orders and shouting at them to stop being greedy. Really? Optional payment to get stuff faster is bad? Might I stress “Optional”??? You’re going to not buy a game because somewhere in the code is a “pay” button?

What do you think?

These are just my OPINIONS so please don’t judge me for my OPINIONS thank you ^-^. But honestly, is it just because I’m a developer that I’m siding with developers here? Or am I simply not in the AAA industry so I don’t expect AAA quality? What is making gamers nowadays so focused on graphics? Why are they so spoiled?

It seems like I just woke up today and everybody was angry at people in my profession. Or maybe they’re angry at publishers. Either way, there’s nothing good in the comments anymore, just hate. Hate and strong opinions. I’d love to know what you guys think! (P.S. I don’t know everything about these incidents, so I may be wrong about the opinions of some players)

And soon I will start posting more about my upcoming game :) Thanks for reading!

YOU HAVE BEEN PEWDIEPIED! LD31 post mortem

Posted by (twitter: @TriteGames)
Monday, May 18th, 2015 4:14 pm

Hey guys,

we have been keeping you updated on new features for our game Of Carrots And Blood, which we started working on at LD31. Now PewDiePie played our game and we wrote a post on our blog about the impact on our emotions, downloads and sales.

Read the blog post here

PDF Game “A Knight and A Line (1.1.0)” is Finished!

Posted by (twitter: @SquekaA)
Thursday, May 14th, 2015 6:31 am

Finally after several days, the 1.1.0 update has finished. It took a lot of times adding more assets, more dialogues, more concepts, and more. Also, the total page was 126 pages and after update, it is more than 500 pages. Even with 500 pages, the file size is only around 1.4 MB. Also, it was plannedfinished week ago, but I was busy so I managed to finish the update today.

The game can be played/download from this page: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=20503 (in the Post Mortem).

Also, some peek of the screenshots of the updated “A Knight and A Line”:

New Title Screen (1.1.0)

New Title Screen (1.1.0)

New and revised prologue

New and revised prologue

New scene: facing a wolf

New scene: facing a wolf

New event: reached dryland by boat

New event: reached dryland by boat

Also, here’s the list of the update:

  • More scenes
  • More arts
  • Changed title art
  • More dialogues
  • Fixed some typos and grammar

I also have updated the description in the game page, to make it more fit with the setting of the game. Also, for a comparison with the previous update, the version 1.0.1 will still be available. Have fun and enjoy the new and longer adventure of the game!

Hey guys,

although we haven’t been able to participate in Ludum Dare this time we still would like to show you our last game, which would have been quite fitting for this theme…you are a bunny defending a giant carrot and killing mutants with, well, CARROTS! 😀 We have been working on our last LD31 Jam entry “Of Carrots And Blood” and we have released it on itch.io for free for Windows and Mac and it is also coming out on Desura soon. 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!

Of Carrots And Blood

 

 

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!

Of Carrots And Blood

 

Thanks, have fun playing :)

Chris and Sebastian

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