October Challenge is now and I finally decide to finish one of my project that been collecting dust for 2 years now. It’s a racing game with few different game types, customizable cars and few other things. Here is some old video playlist for you too look at to see what I decide to finish this October.
I’ll be broadcasting most ‘interesting’ parts of the project via Twitch - come along or bring some one, join the chat and watch me doing/failing something. If you have questions about this project, please ask, I’ll be happy to answer. No spoilers, thought.
First thanks to all that have tried my game and rated it.
As many have mentioned the flotiness of the controls, I thought I would share a video of me playing the game to show, what I think is a good play/run. In the video I get a time of 128.8 seconds which is 20 sec over the maximum difficulty which is reached at time 100 sec.
After the 100 seconds you are you own worst enemy, because of the wrapping around of space letting your bullets hit you in the back
Hope this shows that the game isn’t suppose to go on for more than a minute or two.
This particular game wasn’t polished enough for submission. Still had a great time and learnt a lot.
I finished the core game mechanics pretty early on, however, polish (notably thematic polish essential to the story) took up more time than intended, especially for a procedural 3d environment from scratch. Why did I try this? Well, procedural environments sounded fun (it was), and someone mentioned I should try 3D so I gave it a go.
Lessons / observations:
3D + Procedural in 48 hours wasn’t a good idea – I underestimated how much time this would take.
Remedies: Either go 2D, or switch to the Jam for 3D works (so existing assets or collaboration is available).
Also, my ISP conveniently went dead on the first day of the jam and only just resurrected itself. Not a huge issue – but being “disconnected from the collective” was a disconcerting feeling. (This post was initially intended 12 hrs ago.)
Here’s a short clip of the runner game with transforming terrain.
Well, this was unexpected but it appears like I won’t be submitting anything this time around. After a decent streak of successful LD entries, I have once again had my ass kicked by my old enemy: AMBITION. My idea was simply far too ambitious for a 48 hour time period, and I didn’t silence that voice in my head that kept saying, “Make it work, then make it awesome.”
But really, my goal this time around was to break the cycle, and I did exactly that. After working on my ‘real’ game for a long stretch, it was good to get in there and refresh my head a little. And now, by not submitting, I won’t be sitting in front of the computer rating games for the next month! That’s a relief, because my schedule hasn’t been leaving me much wiggle room lately.
So here it is… the thing I worked on for 36 hours…
It’s a basic score attack twin stick shooter where the “Connected Worlds” come into play through your ship’s ability to pass through the multiverse and onto different timelines across an interconnected battlefield.
You can’t play it, and I don’t know if you ever will. I have a lot on my plate right now, but maybe I can convince myself to release something functional to the public over the next week. Good luck to everyone else! I can’t wait to play some of your games!
Wow, time’s flying. My friend I finally named our game, entitling it “Melody’s Long Ladder Home.” Hooray!
Today we fought our first major issues (first serious frame rate drops and than later items disappearing) and got through them both OK. We finished laying out the map and play pieces this morning and than spent a huge chunk of the rest of the day proving to ourselves that our game was beatable. It took us hours of play testing and countless revisions but we did it. Here’s a quick pic from the game to wrap this up.
We only have a few small things left to do, and considering that we’re doing the 72 hour jam, this leaves is almost 24 hours to polish, finalize, and touch up everything to a nice sheen.
Coming up with an idea was pretty easy.
Coding the prototype was a piece of cake. Unity <3
Arriving at a graphical style was a friggin’ struggle. Went in a bunch of directions before I arrived here. All in all, I think it looks pretty good right now.
Was supposed to have a white cat as the main character.
Drew and animated it but everything fell apart when I was trying to get the idle/run/jump animations to fade seamlessly between each other.
I couldn’t figure out the BlendTree stuff in Unity in a reasonable amount of time, so I gave up. </3
So now, the main character is a glowing white box.
The gameplay is nothing revolutionary, a mix between portal, vvvvvv, and ibb and obb I guess.
Hope to be able to make up for it with gamefeel and atmosphere.
Most of the time have been spent on graphics and tuning the movement.
Really need to get going with level design.
But that will have to wait for tomorrow!
I now have two different kinds of enemies. One is “real” and the other is a “dream” enemy. They have slightly different behaviors. The dreams are smoother, slightly slower, and turn slower. Your goal is to shoot the dreams with dream bullets, and the real ones with real bullets, if you misjudge and mismatch it, you lose points.
Spend most if this time thinking about how the game idea could become a cohesive game… Not easy! Something with plants growing and blocking your way and then using nukes to clear a path. Not entirely politically correct… Timed game so you loose if the timer runs out but you can gain additional time by picking up stuff along the way. The timer is probably just that the trees grow and take up all the space that is available and then you get blocked by them…
Gaah!!! time ran out on my two initial game design time boxes, will need to add one more and shift the rest of my plan forwards.
Got the game idea more fleshed out – feeling quite good about it. Started on some rough placeholder art but nothing too complete or complicated yet. Already behind by at least one time box – so that is an issue with regards to the limited amount of time that is available for me over the weekend. Taking a break now to focus on getting a time-lapse setup, blogging reading about what others have done and then moving into my work room to continue with something that can run on a device/computer.
I’m a little (or a lot) behind but still feeling good about being able to get something completed – this is probably due to me only working on ideas and placeholders so far and avoid all the really difficult stuff… In addition to this I haven’t included time in my plan for editing timelapse video and posting updates. Below is the placeholder art that has been finished and a timelapse of the initial work.
This is every feature screenshot for every rated entry in Ludum Dare for the last 5 years. LD15 through to LD29. Compo and Jam. They are ordered by LD-number, then by Graphics score … so the images in each block should get progressively better
Thirty screenshots per second … photosensitive seizure warning.